Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bryan See on April 08, 2014, 12:02:26 pm
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From this thread (http://www.hard-light.net/forums/index.php?topic=86294.0), I have been upgrading the Shivan cruiser Raguel, from the 2011 Inferno modeldump by Woomeister to high-poly. I'm doing so for sharpening my modelling and texturing skills so that I can finish two Terran designs for the FreeSpace Upgrade project, particularly the MediaVPs before their next release. In addition to being hi-poly, it features destroyable sub-objects like those found in fightermedic's ships such as the SFg Beelzeboul, and Esarai's ships.
As for the armanent, it retains the same turrets from both the INFR1 and the 2011 modeldump versions, but sports a few additional ones. I think estimated additional armanent are three LRSReds in three arms, three SAAAs on the rear top dorsal tooth-like structure, and four VLS torpedos. For shielding, I think it may be like the Rictus-class of Shivan cruiser by Galemp, though I'm planning to release it in two versions, namely a mesh-shielded version and a non-mesh-shielded version. I am sure the UEF's Sanctus and/or Custos cruisers from Blue Planet could not stand much against this kind of cruiser, especially when encountered in large numbers. In addition to that, it could stand against GTVA fighters, bombers and cruisers and the Cylons (but not before succumbing to attack by Raiders armed with nuclear missiles).
SC Raguel - WIP (View in 3D (https://p3d.in/dFKIA))
(https://p3d.in/model_data/snapshot/dFKIA) (https://p3d.in/dFKIA)
Update: It was finished, yet revisions is to come.
Update: Betrayal's is working on it, the main shape is done and details are coming out. Good job!
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What little you have looks awesome
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Yeah looks awesome so far, finally nice to see shivans getting more HTL love :)
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I've updated the p3d view of the SC Raguel model. It's finished, but not yet UV-wrapped and untextured because it may require some tweaking and changes to make it accurate as the original 2011 Inferno dump model, but I'm sure this exemplifies the future of Shivan hi-poly modelling. Agree with starbug here.
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Looks like influenced by my Scylla with a very good result. It will fit to Scylla perfectly. I can suggest only reworking rear parts of armor, as they have too much polys and no details at all. You should reduce number of polys here. I would put armor plates on these parts of armor.
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Like Betrayal, I don't see a reason to use quite so many polies for the "rounded" effect when smoothing on fewer polies would achieve essentially the same result. I do agree that those polies could be better spent on details.
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Agree with Betrayal and Droid803, I personally see no reason for me to increase many polygons for the "rounded" effect. So, I started working on them. Namely adding details to them. Once this is done, I'll start UV-wrapping and texturing the cruiser, before conversion to POF and tabling.
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Honestly, I don't think this model is even close to finished. Looking at it, there's a vast difference in detailing and style between the arms and the rest of the model; the main body looks like someone took a bit of putty and pulled it into shape, while the arms look like finished product.
And yeah, the polycount is way, way too high. While that isn't that big an issue for modern graphics cards, it's going to make the model far larger and inefficient than it needs to be.
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Thank you, The E. Regarding the comment you posted there, increasing the polycount do not make what I expected the hi-poly HTL Raguel model to be (it must be in consistent with all up-to-date Shivan ship models). I think it's now time to rebuild it from scratch, using the old model as a reference. I would do it myself, but the aforementioned issue just make it inefficient that I'm pretty sure I need help, so I'm requesting any modeller to. Perhaps Betrayal, Esarai, Rga_Noris and Lepanto (given that I'm planning to lend over my help in texturing his Shivan frigate, the Geryon (http://www.hard-light.net/forums/index.php?topic=85835.0)) will do, although I'm good in tabling nowadays. My software I'm using is the latest version of Blender, as most of you modellers are.
BTW, feel free to PM me.
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Perhaps only the oversubdivided parts of the ship. I can do something great from geometry like this and decrase polycount limit. Upload the blend file somewhere, PM me the download link and I can see what I can do. I cannot promise fast progress as I have too much projects on my head, but I can redo parts of the ship with bad geometry, and finish it on my own along with textures. I will send it back to you when it's done. I will help you, because it fits to my Scylla and will be useful for me.
One condition: Release it when it's done or I will do it :P.
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Betrayal, I've PM with my blend file sent to you. I know this fits to your Scylla and will be useful to you.
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I got it. Thanks.
From this point I can promise I will do something of similar quality as Scylla, but don't expect it to be done soon :P
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Thank you, Betrayal. Regarding to the post and PM, this is great and encouraging for a modder like myself. All of the older Shivan models need revamps. I will work on its turrets and stuff.
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Well... I'm going to do HTLs of more shivan models in style of Scylla. SCv Bryn is going to be revamped to become a destroyer. SCa Shiamak is sexy design as well. Raguel won't be my last word :)
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Looking forward to it, as I sincerely hope that SC Raguel will have my name being included in part in the model credits of the FreeSpace Wiki. As for all of your HTL models in style of Scylla, do you mean that SJ Amritaya (from the 2011 Inferno modeldump) is going to be included in your plan?
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It'd be fantastic to have more Shivan ships. Keep it up, Betrayal.
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Looking forward to it, as I sincerely hope that SC Raguel will have my name being included in part in the model credits of the FreeSpace Wiki. As for all of your HTL models in style of Scylla, do you mean that SJ Amritaya (from the 2011 Inferno modeldump) is going to be included in your plan?
Hmmm... A Jugg? Sounds like a challenge, especialy when she is so cool. I will consider it :D
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110% support your statement, General Battuta. Betrayal, keep it up, and i'll do the texturing and conversion. It is great to see more Shivan hi-poly models, with perhaps destroyable subsystems. Make one of these compliant with the upcoming OpenCollada support.
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Think you could save the iblis?
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Think you could save the iblis?
As long as it gets a massive overhaul from its current, boxy look. iirc, people don't like its current look.
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I have an idea for Iblis. I imagined it as a more slender and Ravana-like version of classic Iblis, with 4 SAA beams on smaller spikes, but I'm not going to model it right now. If I ever remodel it, it will be complete overhaul with unsymetrical pipes and other Ravana-like stuff as well.
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This SD Iblis you are talking about will soon be one (if not many) of my focus for my next hi-poly modelling. This thread is only about the SC Raguel cruiser, which is one of many old Shivan models needing HTL'd right now.
Betrayal, any update of my renovation of the SC Raguel? Once you've finished, do some UV-wrapping of the model. As for the textures, I plan not to use any of the textures from the FreeSpace Upgrade Tilemap package. Instead, I will do something like those HTL models of Rga_Noris used by the MediaVPs (I will do the same once Lepanto sent me the SFg Geryon model). Once this is done, I plan to do the tabling, with all of the destroyable subsystems.
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Main shape of the cruiser will be completly remodeled and it's partialy done. The tail, arms and a few more things are the same. I have nothing to show, there is still too much mess in the model. As for the textures, I will do them the same way as the Scylla is done.
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Little dirty insect. Looks good.
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Okay, it's time for some update.
SC Raguel - WIP (View in 3D (https://p3d.in/dFKIA))
(https://p3d.in/model_data/snapshot/dFKIA) (https://p3d.in/dFKIA)
Main shape is not even finished. I had to model main part from scratch as I could not find a way to clean heometry like this. I'm trying to figure out, how Bryan See modelled something like this :P. Sculpting or what?! Heh... Nevermind. Most of original Bryan See's details will be remodelled. I want to have similar result to oroginal model by Bryan See. Arms will remain the same, tail will be cleaned up and partialy remodelled. Everything will be detailed. In the spinal "eye" of the ship, I will make unsymmetrical structure connected to the arms - probably one of the subsystems.
Edit: Main shape is finished. Finally...
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Good work, Betrayal. Keep it up. I hope I can do the turrets, and perhaps texturing (that includes height maps possibly) and conversion to POF to get it in-game :)
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Let me do texturing and conversion. You can do new turrets. I want to texture this, because I need it in similar texture scheme to Scylla... Which is not that bad I suppose :P
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Funny: it looks like the abel now...
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I've made the beam turrets for the Raguel. Here it is.
Blend file coming soon!
EDIT: This is for the user-made Terran ships I'm gonna make once I finished up with the Sariel (and my Raguel, as well as the Ammit and Geryon).
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Looks cool, but it's still pretty terran. Raguel have it's beams on spinal spikes. I have already made proper spikes for that purpose. I'm going to keep 3 SReds spinal configutation.
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Then, I just have to keep this turret to myself, Betrayal. Carry it on, but I want the three arms (my creation) to be destroyable, causing the arm to break apart from the model when destroyed.
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Then, I just have to keep this turret to myself, Betrayal. Carry it on, but I want the three arms (my creation) to be destroyable, causing the arm to break apart from the model when destroyed.
For being your creation, those arms are an awful lot like the Cain/Lilith HTL arms. Like, almost vertex-for-vertex identical in places.
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Those arms actually are Cain/Lilith arms. Parts of them I think. You may notice that every arm is divided in the middle. Parts with spike are original c914 arms from Lilith/Cain, but a connections to main hull are Bryan See's work. C914 would never make such funny geometry.
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Those arms actually are Cain/Lilith arms. Parts of them I think. You may notice that every arm is divided in the middle. Parts with spike are original c914 arms from Lilith/Cain, but a connections to main hull are Bryan See's work. C914 would never make such funny geometry.
I did the work of connecting these arms from the HTL Cain, which is not made by me, but C914. Because I wanted the arms to look like the original 2011 dump model. I'd like to make them destroyable, so that these Cain-derived arms will separate from the main model once they are destroyed. In addition to these, I made the two "vents" near the tail. I think these "vents" are VLS torpedo launchers.
By the way, credits in the Raguel (http://www.hard-light.net/wiki/index.php/SC_Raguel) page on the wiki had been updated to include the combined efforts of my work. Once the model is finished and released, I'll be happy to put the image of an HTL version in it. :)
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By the way, credits in the Raguel (http://www.hard-light.net/wiki/index.php/SC_Raguel) page on the wiki had been updated to include the combined efforts of my work. Once the model is finished and released, I'll be happy to put the image of an HTL version in it. :)
Please don't put links to models that are incomplete and WIP on the wiki.
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Re to The E: Fine with me. If the model is finished and released to the public, then we'll consider.
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While I will model most of the details myself, I will do some kitabash of details from other models following the tradition of scrapping arms of HTL Cain. Yeah, I'm lazy and have lack of ideas :P. As for the VLS launchers, I plan no things like this. IMHO this is too terran to be implemented here. This one will have original turret setup.
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Betrayal, good work. Keep it up, and then you'll release a blend file and a dae file altogether when you finished (that means after releasing the ship to the public).
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I will release fully converted pof with textures, tables and stuff. I can also release dae and blend if someone is interested. For now, I have a little bit more than is uploaded to p3d and soon I will upload another update :)
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I'm interested in both the .dae and .blend file once you release this ship to the public. A few weeks ago I came across plans for adding OpenCollada support (http://www.hard-light.net/forums/index.php?topic=87282.0) to FSO by Quanto, DahBlount and Vaktezraj, which allows better animation support. My Raguel and my Sariel will take advantage of them of course :)
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I'm interested in both the .dae and .blend file once you release this ship to the public. A few weeks ago I came across plans for adding OpenCollada support (http://www.hard-light.net/forums/index.php?topic=87282.0) to FSO by Quanto, DahBlount and Vaktezraj, which allows better animation support. My Raguel and my Sariel will take advantage of them of course :)
It might not be done in time for that. :nervous:
Right now the project is really bogged down because I'm the only person doing work on it right now. Quanto is MIA and Vaktezraj has been having WiFi card problems so they might not be back for some time.
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I'm interested in both the .dae and .blend file once you release this ship to the public. A few weeks ago I came across plans for adding OpenCollada support (http://www.hard-light.net/forums/index.php?topic=87282.0) to FSO by Quanto, DahBlount and Vaktezraj, which allows better animation support. My Raguel and my Sariel will take advantage of them of course :)
It might not be done in time for that. :nervous:
Right now the project is really bogged down because I'm the only person doing work on it right now. Quanto is MIA and Vaktezraj has been having WiFi card problems so they might not be back for some time.
I can offer you some hand in the form of helping to work on it, though.
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If you know anything about C++ and OO then I would appreciate any help you can give.
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I know anything about C++ and OO, DahBlount, and I'm happy to work on it. :)
Betrayal, I'm interested in unmodified .DAE and the .blend file though.
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Both will be sent to you, when I finish the model.
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Regarding your appreciative comment above, thank you, Betrayal. Looking forward to my first Shivan model, and I hope I can learn from this in my making of my another Shivan model - the SBs Sariel :)
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How's my hi-poly Raguel going? I'm eager to see it finished.
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No progress since last update.
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It's now a month since your last post, Betrayal. Are there any progress on my SC Raguel HTL?
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Nope. I have too much work on models for Act I of Mystery Project. Raguel is for Act II. I will let you know when I make some progress.
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Looking forward to it.
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It's been more than a year since I and Betrayal started my renovation of the SC Raguel model.
How it is going? I do have a re-textured version of the Raguel in my Shattered Stars mod, called the GRC Senaya.
I think this model should be PBR-enabled.
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After getting my model back, I started working on it again! :)
This time, I'd like to work on main body, then use the Cain/Lilith and the SSD Bhaal maps. From there, I can adapt them into GRW textures since this ship is being used in Shattered Stars as the GRC Senaya.
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I have no idea what have you done with normals -___-
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Normals? Then how do I solve this?
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Open the model in Edit Mode, find Normal section in left window, select all and click "recalculate normals". If any normal is not still flipped properly, select it and click "Flip".
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Normals? Then how do I solve this?
Normals are vector that indicate the direction a triangle or quad is facing. In order to see them in Blender you should check the face normal button on the Display section of the Tools panel:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/normals.jpg_zpsecwdkhqs.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/normals.jpg_zpsecwdkhqs.png.html)
Normals should always point outward, or it will introduce strange lighting glitches in-game.
As Betrayal says, you can use the "Recalculate normals" or the "Flip normals" command from the Specials toolbox (the one you get with "W").
If this doesn't work, it may be that normals are getting messed up by negative scalings, so if your model has inverted normals only when you export, you should apply scale (Ctrl+A in object mode) and re-check normals.
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Thanks for the tip, Betrayal and The Dagger, I've used it. :)
And I've updated my Raguel p3d once more, it should have a detail on the rear, as well as four hexagonal engines, which are improved versions of the Bobbtman's Sathanas engines.
Since I cannot find the SSD Bhaal for textures, I might as well create them from scratch. I know this take a hell lot of time, but it's neccessary.
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They are included in ED dump. I told You.
Meh... Grab files from here. It will make your work easier.
http://www.mediafire.com/download/xsx3j2b189zwhxx/BHAALmaps.rar
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Thanks for the maps, Betrayal! :)
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I do not find the file Lilith_1.dds inside. And what about the AO bakes?
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Since the a Lilith is a Freespace model you should probably look for its maps on the MediaVPS.
And you'll have to have a finished and UVmapped model in order to have AO bakes (since they are computed from the model's geometry). I don't want to be rude but you should take the time to look into our modelling tutorials to get the concepts right before trying to make your ship instead of asking everything to Betrayal. People around here are helpful but you have to do your part too. :)
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I'm looking at the tutorials. In the meantime, I would like to say about its turrets. It has three frontal beam cannons. Anything I add?
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I see Bryan has some basic skills of modelling. I remember which polys are mine in case of Raguel, and details he added later suggests that he know what he do. More or less :P.
Bryan: Don't mind the textures right now. Finish the geometry, add details, and than You can think about mapping and texturing. Don't do anything with Bhaal or Lilith parts, because they are actually properly mapped and textured. Get the hammer... I mean insert faces or bevel, and finish the geometry first.
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I got it, Betrayal. Since the year 2000 I have a vast experience in modelling. I do not need to mind the textures, especially with the Bhaal or Lilith parts. I'm going to finish my geometry and adding my details.
I've updated the engines once more, this time, two hexagonal engines with spike-protruding nozzles that makes the cruiser not only stealthy (like Earthbound ships and aircraft), but also Shivan-like. The earlier iteration I felt, it's more Terran construction than Shivan.
As for the turrets, I've got three beam cannons on the Raguel's arms.
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Pr0tip number 2: Don't change anything over and over again. Imagine a detail, rethink it, make it, and move along! I remember what happened to Sariel. I mean neverending process of making new incarnations. This way you will never finish your model. Finish detailing of the whole model, look at it again and if something looks like... Ehhh, bulls**t for you, remodel it.
Thinking - first. Modelling - next.
I actually liked previous engine tubes better, or shorten current ones.
As for turrets, you may copy them for some existing model if you don't have idea or you are too lazy [like me] for making yours, and later adjust them to textures. In case of beams, I know. I made them. Leave spinal beam cannons as they are now. Arms does not need any further changes.
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Are there any main body that I need to hammer out? I've made details on the bottom tail, the rear, and the frontmost rear.
EDIT: I'm so sorry about what happened to my Sariel. Don't worry, I'll get to work on it again after I finish my Raguel here.
I've updated my p3d again. Now I'm thinking about my engines for the Raguel before modelling it. The previous engines are merely a placeholder, and thus are not final.
EDIT #2: Any more ideas?
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Guess it's time for me to update my Raguel model. This time, the hexagonal engines make a direct comeback from what you've loved, albeit an improved one. Also, the fin, which is a unique addition originally present on the Sariel, has appeared as well. Both of them exhibit Shivan designs, as well as ones from the Ancients.
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I may be missing something here, is there's something special about my new thrusters and a underside fin? Are they spikey, conforming to Shivan looks?
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Happy New Year, everyone! Today, I've made improvement changes to the Raguel mesh seen in the p3d view.
The changes included the aforementioned engines, the fin, and the spikes at the rear body's sides.
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That ship has a smiley face when viewed from the rear.
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Meh... I planned to give it more than 2 engines to prevent that.
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Indeed. I've made it more than 2 engines.
Man, it looks like a weirdly inconsistent trifocal symbol from the Tom Clancy's Splinter Cell series.
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In keeping with my nightmare-haunting creepy look, I've hammered out the bottom, the top-middle, the rear sides, and the front. The model is almost done. Now what's left is the bottom thrusters. Before I can get to UV-map it. Although I would like to reuse some of the maps from the SSD Bhaal, as there is one which is being used on the Bhaal as well.
What about the turrets? I think the turrets will be radically different than the 2011 model dump.
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Little bug is getting filled with details. I like the direction it's heading into :yes:
<and pssstt.. Check the normals on the arms ;)>
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Although I would like to reuse some of the maps from the SSD Bhaal, as there is one which is being used on the Bhaal as well.
I'd advise against that. UVmapping something to an existing texture made for something else very rarely looks good due to distortion/space inefficiency just to make the differeing geometry fit. It's much better to just UVmap it in a way that is space efficient and non-distored for the model itself, and then make it similar via texture...
Even if it is the exact same geometry (say, a turret), you should still copy the segment of the Bhaal's texture you want to use onto say, a corner the Raguel's own texture.
Don't make it reference the Bhaal's texture, because it'd force the game engine to load the Bhaal's texture AND the Raguel's texture every time the Raguel appers in a mission. The Bhaal's textures are high-resolution and large, and forcing the game to hold onto it in memory for only a small portion that will be used on the Raguel is just horribly wasteful of system resources, since over 90% of the texture held in memory would be wasted.
It'd also force any mod that wants to use the Raguel to also include the Bhaal's texture regardless of whether the Bhaal itself is used, which cause modpack bloat. The only way in which this cross-mapping would be acceptable (and actually more efficient) is if the Raguel always and only appears with the Bhaal in every mission, but even then it's horrible since you're limiting your design space, and that of everyone else that may wish to use your model.
Just don't do it.
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Unless he bake new texture from Bhaal maps.
(http://i57.tinypic.com/seatjn.jpg)
I used this method with Gania and she looks cool. I found this method better and time-saving rather than painting texture yourself... Unless you are FreeSpaceKing :P.
That's what I wanted to do with Raguel.
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Unless he bake new texture from Bhaal maps.
(snip)
I used this method with Gania and she looks cool. I found this method better and time-saving rather than painting texture yourself... Unless you are FreeSpaceKing :P.
That's what I wanted to do with Raguel.
The Gania looks great. I can also see quite a few new Shivan models you've been keeping from us there! Here I am digging through old Inferno R1 models and seeing what can be salvaged..
As for the Raguel, it looks good though I would like to see the forward 'tentacles' be significantly larger, more imposing, more sturdy.
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Gania is not mine. For now she belongs to my Inferno masters and unless they decide to release her, I have my hands tied up :P
As for the rest... I really don't. One cruiser and one destroyer - both tilemapped and low poly. I need to spend some time on them. I have one destroyer on workbench, but it's quite on early stage of development. I quess I will also take care of texturing the Raguel when I need it.
If you are looking for high quality shivan warships, check my Scylla :)
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I've checked my Scylla, and looks great. The Gania is being made for Inferno, and replaces the Raguel. I think I should include this Scylla into the Shattered Stars mod, as with my Raguel, in addition to a standard Shivan vessel.
As for my Raguel, though, I've fixed the missing polys, and add details on the arms.
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Betrayal, I've sent you back your Raguel. I've finished my part - fixing my model and adding details, including the engines, the terrifying front and the bottom fin, to name a few.
The Raguel is in the zip file, but there are two .blend files in the zip file. I suggest that you should take the fixed one, because it contains the latest revisions.
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Copy that. Let's finish this little bastard... Finally :D.
I used old arms, as the ones with your newest blend have corrupted UVs, and fixed missing polys myself. The rest is from yout last rev. Should be done soon.
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Yes. I'm looking forward to it. :D
BTW, did you use my latest revision? Or did you use an original one?
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Your latest, as I said. Only arms comes from original. Is it okay for you to release it, when I finish?
Here is some WiP :D
(http://i64.tinypic.com/2s60a4m.jpg)
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Very cool :D. It is okay for me, if you provide some heightmaps and optional assets for physically-based rendering, namely optional gloss, reflectance, albedo and possibly ambient occlusion maps (see also Physically-Based Rendering Guide for Freespace Open (http://www.hard-light.net/forums/index.php?topic=89551.0). If not, then release all original textures and blend file so that I could create PBR assets by myself. When you finish.
BTW heightmaps and PBR rendering provide a more realistically detailed look.
EDIT: What about destroyable subsystems, including targetable arms, the fins, and the engines? Will they be gone or separated upon subsystem destruction much like Rga_noris' Rakshasa and fightermedic's SFg Beelzeboul?
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As far as I know, heightmaps are not supported by FSO engine. Even if PBR build support them, I have no idea how to make something more than painting lines and other stuff, mostly resembling the normalmap. I also have no idea how to make PBR maps, alrough I'd like to have them. I really love what PBR can do.
AO bake will be included in diffuse map, but I can provide you separate AO texture.
Finished version will use single 4096x4096 or 2048x2048 texture. As usual, public released version will come with diffuse, glow, normal and specular. I can provide you blend with baked texture.
In short: I don't make models shiny. I make them pretty and working well :P. It's up to you to make PBR maps for Raguel.
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Sure. What about heightmaps and "inversed" normal maps to make it a very detailed ship? Should I create them along with my PBR assets?
And what about destroyable subsystems that creates a hole in the ship much like Rga_noris' HTL SC Rakshasa, and separates arms much like the BSG's Cylon Basestar and fightermedic's SFg Beelzeboul upon destruction?
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Destroyable subsystems are first and foremost a modelling issue. You will need to model destroyed versions of each subsystem.
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That will be me. I'll keep this in mind.
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As far as I know, heightmaps are not supported by FSO engine.
Height maps aren't supported by the default shaders; FSO itself will load and provide them to the shaders, but without shaders that do something with them, you obviously won't see any differences. Kobrar wrote some custom shaders (http://www.hard-light.net/forums/index.php?topic=85580.0) a couple years ago that do something with height maps, but they probably won't work right with the current renderer (or PBR's renderer, which is based on it).
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As far as I know, heightmaps are not supported by FSO engine.
Height maps aren't supported by the default shaders; FSO itself will load and provide them to the shaders, but without shaders that do something with them, you obviously won't see any differences. Kobrar wrote some custom shaders (http://www.hard-light.net/forums/index.php?topic=85580.0) a couple years ago that do something with height maps, but they probably won't work right with the current renderer (or PBR's renderer, which is based on it).
I tried loading with it, but with the new deferred/lighting code, it makes models immobile, the same thing I experienced when using JAD on a FS2_Open 3.7.3 nightly build.
I sent Betrayal a .blend model with destroyable subsystem (the fin) + debris. This is also a WIP, as I plan for more destroyable subsystems, much like the UEF capital ships and the Rga_Noris' Rakshasa.
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If you really need them, wait for me to finish mapping. Destroyable subsystems are mostly made from parts of finished, uved model.
And I can make them myself. Be patient.
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That's cool. I'll just have to wait for you to finish mapping, as destroyable subsystems are mostly made from parts of a completely uv-wrapped model. Anyway, I'd liked the textured version of the Raguel.
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Swifty has released his recent PBR build (http://www.hard-light.net/forums/index.php?topic=89550.msg1811233#msg1811233). It includes AO maps. I guess it's time to try out the AO map onto it and post the resultant image of the Raguel.
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I've done my glowpointing of the Raguel to make it better with deferred lighting from glowpoints. Especially from the engine.
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:bump:
(http://i64.tinypic.com/2cwwyz6.jpg)
Let's convert her :]
Edit:
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Wow. :D
BTW, what about changing the textures of the ship to match the green scheme of the GRW ships in "Shattered Stars", as the GRC Senaya?
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Wow. :D
BTW, what about changing the textures of the ship to match the green scheme of the GRW ships in "Shattered Stars", as the GRC Senaya?
A powerful tool used by the most elite artisans in the world is available to you. It's called, Photoshop. :)
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Or, alternatively, Gimp.
Or a few others, changing one color to another is really easy to do.
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Go ahead and recolor it. Do whatever you want with it when I'm done with my part. I care only about finishing this model and releasing it to the community.
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Same thing for my adding-glowpoint task for me. Looking forward to the community release, with me being credited along with you :D