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Originally posted by Bobboau
do I have to do the wire frame didly, the rest is very easy, but TS has no built in wire frame shader (yess I know) so it's somewhat hard to do that, I just have the lights slowly come on as the camera moves into the rotation position from its inital over head spot
Originally posted by DragonClawI tried it once. Didn't get what I wanted.
What I'd really like to see is someone do an FS1-style loadout ani :) Those are damn impressive :)
Originally posted by DragonClawIt's called layering.
Anyone know a trick on how to make the transition from wireframe to solid, without using Photoshop or any other image editing program?
Originally posted by DragonClawBlender has layers. I used them and a thing in the materials options called "Evn" (99% sure its called that). Evn makes anything beyond it totally invisible. So during the wipes when half of the model (wired or textured) is gone, it's really all there, just not visible.
If you are talking about photoshop layers, I said WITHOUT using an image editing program. Read plz
I am assuming you are using a 3D rendering program?Read above answer :drevil: The only other programs I used to make the second ani were Blender, Irfanview, a little bit of PSP, and AniBuilder.
If you are, then you need to animate the material itself, which is a lot harder than it sounds, because the thing is UV mapped, so just using an avi of the Wireframe being overwritten by the main texture won't do.
The best I have managed to get so far is a fade from Wireframe to Solid.
Originally posted by ThornGeometry is the WAY to go when making ss ani's!
whee.. that saves me texturing the damned thing, or from using actual geometry... thanks
Originally posted by ThornI sorta do that but that's only when the camera is not moving. Try making the grid's glow look like it's a glow on a flat plane while the camera is moving from the top view to the angled view. I dare you to try without postprocessing :ha:
Not necessarily...
I can get the exact same effect by making a flat cube and applying that texture to it as I can by making a grid with actual geometry... saves on rendering time...