Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: mikhael on November 17, 2002, 04:45:13 pm
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Okay. So he inspired me. I figured Darkage could use an updated, higher poly Mjolnir RBC for use in his incredible animations.
(http://home.nc.rr.com/mikhael/Mjolnir-01-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-01.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-02-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-02.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-03-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-03.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-04-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-04.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-05-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-05.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-06-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-06.jpg)(http://home.nc.rr.com/mikhael/Mjolnir-07-sm.jpg) (http://home.nc.rr.com/mikhael/Mjolnir-07.jpg)
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Very nice. :yes: :yes:
Are those Turrets on that bad boy? :D
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Outstanding! :cool:
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You gotta love that man and his amzing work on this RBC:)
Now i blame you for making me to rerender the animation:D
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Originally posted by Knight Templar
Very nice. :yes: :yes:
Are those Turrets on that bad boy? :D
Two missile launchers on the weapon core. I couldn't come up with a useful place to put anti-fighter beams though. :blah: I decided to stop worrying about the AF beams and finish the rest. Now all it needs is some textures. :D
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*whistles* Wow.
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Here is a test fire of the new Mjolnir !
Download with save as (http://www.3dap.com/hlp/hosted/inferno/darkage/Mjolnir.avi)
Nothing to fancy just a test fire.
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Originally posted by Darkage
Here is a test fire of the new Mjolnir !
Download with save as (http://www.3dap.com/hlp/hosted/inferno/darkage/Mjolnir.avi)
Nothing to fancy just a test fire.
Oh, that's sexy, if may so so myself. ;) Very nice.
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Outa sight dude. I love it. All your RBCs are belong to us! J7k
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Originally posted by mikhael
Oh, that's sexy, if may so so myself. ;) Very nice.
Uhhh...dude you can't say that about an RBC. Now go find a girl and tell her that :p Little does he know......
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Unless it was pointing right at the target they didn't fire. I placed 4 old ones next to them and they lit the targets up (or tried to if the aim was off they fired anyway. The 2 new ones that did fire used the old GREEN beams. Error was opening the 3 or 4 maps...
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Originally posted by Star Dragon
Unless it was pointing right at the target they didn't fire. I placed 4 old ones next to them and they lit the targets up (or tried to if the aim was off they fired anyway. The 2 new ones that did fire used the old GREEN beams. Error was opening the 3 or 4 maps...
??
huh?
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nice mesh :yes:
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Thanks, Venom. :) That means a lot coming from someone with your skills.
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you are DA MAN!!!
beautiful... sniff... just beautiful.
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[SIZE=8]UNF![/SIZE]
I love it Mik..... Heh.. I figured out how to texture with Lightwave finally.... though I cant make textures worth a damn...
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Originally posted by Thorn
[SIZE=8]UNF![/SIZE]
.... though I cant make textures worth a damn...
I have some models you can practice on... ;)
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First reaction : **** ME!!
Second reaction; (http://www.3dap.com/hlp/hosted/reciprocity/seal.gif)
Very nice. :nod:
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we need high poly versions of every ship!!!!!!!!!!!!11111111111111111111111112 3.14159623
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RT better get the HT&L working quick
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Originally posted by Bobboau
RT better get the HT&L working quick
HT&L isn't going to let you get this thing into Freespace. That thing's around 20000 polys. That's like 4 Doom3 real time models. :D
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Originally posted by aldo_14
First reaction : **** ME!!
:blah:
Originally posted by mikhael
That's like 4 Doom3 real time models.
bah, you're ging low poly now :lol: ( my ships often have something like 4 times the regular FS2 ship polycount )
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That's how FS Ships should look - heavy and industrial - some of them look too polished ATM.
Beautiful stuff.
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Originally posted by venom2506
:blah:
I think you may be taking that a bit too literally Venom.....
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Originally posted by venom2506
bah, you're ging low poly now :lol: ( my ships often have something like 4 times the regular FS2 ship polycount )
Doom3 is looking at about 5000 to 6000 polys for a realtime model. That's easily three times what, say, EOC allows. At twenty thousand polys, My version of the Mjolnir probably has more polys than most missions in Freespace. :D
I'm thinking of adding more details. There's some blank areas that look just bare and I forgot to detail the docking ring hatch. It might be cool to rig it out for animation completely, with sliders for all possible motions.
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I'd like the idea of cooling plants, a meson power plant, communications array (optional extra?) the whole thing really kicks ass...
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Originally posted by Thunder
I'd like the idea of cooling plants, a meson power plant, communications array (optional extra?) the whole thing really kicks ass...
You know, I couldn't figure out where to put a comms array, so it ended up with five little antennae on the back. I was trying to keep very close to the original Mjolnir form factor. so I didn't want to extend the back end too much. As it stands now, there are five individual particle accelerator cores in a pentagon inside the weapon core. When the outer grinder rotates, you can see the accellerator cores through the gaps between the grinder arms. I may go back and detail those a little more too. Right now, they're just long cylindrical tanks.
I gave no thought to coolling and have no idea how or where to put cooling surfaces without changing the details too much. If you have suggestions, I'd love to hear them. [edit] You know, I could put radiator fins along the back side of the outer grinder. right now there's just a beveled armor plate there. Some radiator fins with tubes running through might look good. :D[/edit]
Oh, and while I'm asking for suggestions, anyone have any idea where we could put two AAF beams where they wouldn't cut the RBC to bits every time they fired?
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Sounds good to me - I'm not to sure about your AF beam problem... they could be put on the fins surrounding the RBC but then they'd have limited non forward firing arcs...
Heating could be put on the fins surrounding the RBC since those surfaces look clear of anything else...
I assume the docking ring is on the rear of the model? That's what it looks like anyways ;)
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Originally posted by Thunder
Sounds good to me - I'm not to sure about your AF beam problem... they could be put on the fins surrounding the RBC but then they'd have limited non forward firing arcs...
That's the problem. I believe that AAF beams would have to have a clear FOV for most of the space around the RBC, elsewise, they'd be kind of useless.
Heating could be put on the fins surrounding the RBC since those surfaces look clear of anything else...
Which fins? If you mean the outer "grinder" that's where I think I'm going to put them.
I assume the docking ring is on the rear of the model? That's what it looks like anyways ;)
Yes, that's the docking collar. Its currently pretty rough, so I'll redo the mechanism. Also I think I'll add some maintenance ports (pump heads, fueling collars, etc) and maybe hollow out the interior of the maintenance spaces (so if anyone ever decides to animate something with it, they can have a scene inside the Mjolnir). :D
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what if you could do one of those heat convection distortion effects from the inside of the outer blades
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Originally posted by Bobboau
what if you could do one of those heat convection distortion effects from the inside of the outer blades
Can you elaborate? Right now I'm modelling up what looks like the cooling mesh of an air conditioner, or automotive radiator (though not so fine grained).
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Some quick test renders of the new Outer Grinder for the Mjolnir:
(http://home.nc.rr.com/mikhael/Mjolnir-Test-01.jpg)
(http://home.nc.rr.com/mikhael/Mjolnir-Test-04.jpg)
(http://home.nc.rr.com/mikhael/Mjolnir-Test-coolers.jpg)
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:jawdrop:
*wishes he could find win2k and everything that went with it*
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You know the more I see that thing, the more I want you to re-do the entire fleet and put them in game! :eek2:
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You know the more I hear that, the more I want you to do it. ;7
*edit*
OH! make the ANUBIS too!!!!!
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Originally posted by Thunder
You know the more I see that thing, the more I want you to re-do the entire fleet and put them in game! :eek2:
gimme money and a better PC and I'll do it ;) :D
btw, this looks like much more than 20 000 ( of course now it's more anyway, but still )... does LW gives the untriangulated polycount?
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Originally posted by venom2506
gimme money and a better PC and I'll do it ;) :D
btw, this looks like much more than 20 000 ( of course now it's more anyway, but still )... does LW gives the untriangulated polycount?
Yes it does, and I, for one, am deeply afraid of the triangulated polycount.
For the record its... um.. 66100.
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I've just updated the pics with newer, more detail rich versions. That's 28802 polys, 72888 triangles. No degenerates, no overlaps or intersections, and no colinear/coplanar/collocated points or polys.
She's got seven manhatches, ten directional thrusters, five radiator batteries, five exhaust vents, two missile launchers and one big damn beam. If you were to take the "lens" off the beam core and look inside, you would see a acceleration chamber. I'm tired. I'm going to bed now.
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:eek2::yes:
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Originally posted by mikhael
I've just updated the pics with newer, more detail rich versions. That's 28802 polys, 72888 triangles. No degenerates, no overlaps or intersections, and no colinear/coplanar/collocated points or polys.
for the sake of your PC and your mental health, for a high poly model, I recommend you don't care about overlaping/intersecting objects ;)
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Originally posted by venom2506
for the sake of your PC and your mental health, for a high poly model, I recommend you don't care about overlaping/intersecting objects ;)
:D Its easy to fix in Lightwave, if you have those problems, so I fix them. There's not much sanity lost if you do it a little at a time. Really. :D
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:eek2: Man ! this is just awsome ! the detail is great all is great !:eek2:
Hot damn !
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:eek2: just looking at this will probably make my crappy celeron (all 633mhz) melt..
what the hell kinda pc are you running lightwave on? something from cray i'll bet ;)
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Originally posted by Turnsky
:eek2: just looking at this will probably make my crappy celeron (all 633mhz) melt..
what the hell kinda pc are you running lightwave on? something from cray i'll bet ;)
AMD Thunderbird 1.13gHz (clocked down to 1.0gHz. Crappy mobo), 1.5gb of PC133 RAM, GeForce2 GTS w/ 64mb RAM. All in all, completely "yesterday's computer".
The real winner there is the GF2. It gracefully handles the 28K polys in wireframe shade mode, giving me about 3-7fps. I divide the models up into multiple layers when I work on them, and I hide the layers I'm not using, and hide irrelevant polys in the layers I am using. I probably have no more than 10K polys on the screen at a time, which works out around 24-32fps most of the time. I've tried other game cards with Lightwave and been very disappointed with them (Radeons in particular). Of course, if I dropped some money like wEvil and went for a REAL graphics card, I could probably sling even more polys. :D
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I wish I had your "yesterday's computer" :p
my radeon works great with max, btw ;)
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Originally posted by venom2506
I wish I had your "yesterday's computer" :p
my radeon works great with max, btw ;)
Radeons will "do" but if I have to use a game card for 3d work (which i do) then I'm going to use the one that doesn't crash my hardware all the time and the one that gives me the best realtime speed. The GF2 works for me. Neither of my Radeons did.
And Venom, if you live nearby, I'd hook you up. I have a spare 1gHz Thunderbird doing nothing right now. :D I just don't have a motherboard that will take the only spare RAM I've got (2.5g in five 512mb sticks)
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nearby? don't think so, I'm in France ;)
btw, I'll have to blame you, I started a high poly herc2 :P
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ah, continue this way, and give the models a lower-than 20000 triangulated poly-count, and we may look at the next SCP update. :p
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We're all doomed ;)
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Originally posted by venom2506
nearby? don't think so, I'm in France ;)
btw, I'll have to blame you, I started a high poly herc2 :P
Excellent. Lets compare efforts later. I'm working on the Herc1. ;)
Thunder: you're not doomed yet. Wait until you see the high poly Sathanas... :devil:
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What have i started:D
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Originally posted by Darkage
What have i started:D
A polygonal Apocalypse* of untold proportion! ;)
* Apocalypse. How... apropos. :D
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Daaamn. Now I'll have to do it too. Just... What to do? Hmm...
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Originally posted by Styxx
Daaamn. Now I'll have to do it too. Just... What to do? Hmm...
I'd recommend a fighter or capship that Darkage is using in his animations. This way, we can give it an exorcism and turn it into an LWO and he can use it. ;)
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Originally posted by Styxx
Daaamn. Now I'll have to do it too. Just... What to do? Hmm...
Orion! Orion!
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Typhon, baby! We need a better Typhon!
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Well, the Orion would certainly be easier... :D
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woow
whats the number of polygons on that, high i imagine
how hard, theoretically, would it be to get it from where it is now to around...like under 3k..you know where i'm going with this:):)
anyways, do you plan on texturing it??
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Originally posted by Rictor
woow
whats the number of polygons on that, high i imagine
how hard, theoretically, would it be to get it from where it is now to around...like under 3k..you know where i'm going with this:):)
anyways, do you plan on texturing it??
The number of triangles is around 77K. Its liste earlier in the thread.
How hard would it be to get it under 3k? um... real damn hard, considering the details. As for where you're going with this.... why would you want to put it in the game, when there's an already working Mjolnir? ;)
I wouldn't texture it, but I might put material properties on it. Textures would mostly obscure the geometry.
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I liek it very much.
a little too much. now I gotta learn how to render...
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Originally posted by mikhael How hard would it be to get it under 3k? um... real damn hard, considering the details. As for where you're going with this.... why would you want to put it in the game, when there's an already working Mjolnir? ;)[/B]
it would be easier to make a new one, w/o a doubt. ( why? LOD zero ;) )
Originally posted by mikhael
I wouldn't texture it, but I might put material properties on it. Textures would mostly obscure the geometry.
how bad of a reason :P meshes are done so they look natural, not so that you can p1mp how many details you put on it :D
You have to learn how to map anyway. try texturing it with the FS2 maps first, it'll suck, but it's a good start. for things like tubes and heat thingies blades, you'll want to use procedurals I suppose. large panels will need at least bump maps, difuse colors can be done with procedural materials too
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Originally posted by venom2506
how bad of a reason :P meshes are done so they look natural, not so that you can p1mp how many details you put on it :D
You have to learn how to map anyway. try texturing it with the FS2 maps first, it'll suck, but it's a good start. for things like tubes and heat thingies blades, you'll want to use procedurals I suppose. large panels will need at least bump maps, difuse colors can be done with procedural materials too
Meshes of natural objects are done so they look natural. Meshes of artificial objects are done so they look artificial. ;) My point was that mapping the thing with textures would obscure the geometry and thus make that geometry a waste. We use textures to make up for a lack of geometry, not the other way around.
Besides, most any texture can be created with a combination of geometry and material properties. You don't need to use maps for anything, if you're patient and creative. Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).
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Originally posted by aldo_14
First reaction : **** ME!!
Second reaction; (http://www.3dap.com/hlp/hosted/reciprocity/seal.gif)
Very nice. :nod:
1st reaction: :wtf:
2nd: That seal is gonna be extinct. *HINT*
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Originally posted by mikhael
Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).
Incidentially, I've MODELED plate coatings, complete with rivets. Took me about an hour. So there.:p
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woah.....that looks like one of the reville plastic models....
1337ne55!!!!!!!!!!!!!!!!!!!!!!
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Originally posted by mikhael
Meshes of natural objects are done so they look natural. Meshes of artificial objects are done so they look artificial. ;) My point was that mapping the thing with textures would obscure the geometry and thus make that geometry a waste. We use textures to make up for a lack of geometry, not the other way around.
Besides, most any texture can be created with a combination of geometry and material properties. You don't need to use maps for anything, if you're patient and creative. Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).
hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?
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Here is a short alpha preview of the second animation. It wil be around a 1000 frames long.
And the rendering resolution is gonna be 640*480
(http://www.3dap.com/hlp/hosted/inferno/darkage/anim.jpg)
Enjoy:)
I'll post more screens as i progress.
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Originally posted by venom2506
hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?
Fool! They're in space, there's no dust and no rust! :D
(damn, I wish it hadn't rhymed)
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that was a general remark, not just about the mjolnir :p anyway, what about burn marks, internal liquids that may go out from times to other ( especially after a shivan raid :p ), the toilets ejection system from the orion that just went by and the trail of the big comet taht is heading right into it? bleh ;7
edit: and as fas as I know there's a lot of dust in space ;)
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;)
very nice ;) :) :) :) :)
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Originally posted by venom2506
edit: and as fas as I know there's a lot of dust in space ;)
one atom per square centimeter. so, no. not really.
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Originally posted by Darkage
(http://www.3dap.com/hlp/hosted/inferno/darkage/anim.jpg)
do you not has some sort of addition transparency shader for those engines?
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Add the thruster colour-maps as the transparency maps and it comes out quite nice. Then stick a size 1 Video-Post glow on 'em.
Like on this WIP piece of **** (http://www.fattonys.com/images/fight.jpg)
Ignore everything 'cept the thrusters on the closest Medusa.
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Whoa Darkage! That's amazing! :eek2:
(So is your Mjolnir, mikhael. :p)
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Like i said it was a Alpha preview. I havent started on the thursters yet.
I just randomly placed the ships in that pic. I'll do stuff with the thrusters later.
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Originally posted by an0n
Add the thruster colour-maps as the transparency maps and it comes out quite nice. Then stick a size 1 Video-Post glow on 'em.
Like on this WIP piece of **** (http://www.fattonys.com/images/fight.jpg)
Ignore everything 'cept the thrusters on the closest Medusa.
I know this already;)
And i use a animated sequence for the Thrusters. In this animation, just as in my RBC anim.
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Originally posted by venom2506
hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?
You're better off using a smart procedural for rust and dust, if you can afford the shaders, Venom. You get an effect that more closely matches your model because its based on the real geometry, and not some arbitrary texture.
Seriously, I know what you're saying, but I just can't draw a texture to save my life. I figured out how to generate a UV template the other day, so I can actually put in the maps, but that's about it. UV==easy. Textures for maps==HARD.
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Originally posted by Darkage
I know this already;)
And i use a animated sequence for the Thrusters. In this animation, just as in my RBC anim.
So what, you converted the ANI's to AVI's instead of JPG's?
Still, colour and transparency maps should be the same.
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Originally posted by an0n
So what, you converted the ANI's to AVI's instead of JPG's?
Still, colour and transparency maps should be the same.
There still all seperate picture files but put on a single plaine.
I use the sequenced pcx files also on the transparency layer, but now the sequence files are inverted otherwise it looks bad.
for stills i use a single frame on the transpery layer non inverterd.