Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: HotSnoJ on October 10, 2003, 09:12:59 pm
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(http://www.soundimagewillmar.com/b-project/renders/off_to_battle.png)
Believe it or not that orion was rendered in Blender. Though it looks like, it I made no spec or bump maps. ;7
I think it needs either a vasudan or shivan capital ship in there somewhere.
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That is very, very pretty. :) Well, I dunno, personally I'd stick a planet in there, for a homecoming. I mean, I suppose they could be heading to battle, but if the Orion had just launched a wing of fighters, the fighters wouldn't be behind the destroyer, they'd be ahead of it. ;)
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a lill small imo :p otherwise nice
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Nice composition only one small flaw, the stars behind the sun get brightened by it's glow but they should rather become dimmer around it.
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Originally posted by Setekh
That is very, very pretty. :) Well, I dunno, personally I'd stick a planet in there, for a homecoming. I mean, I suppose they could be heading to battle, but if the Orion had just launched a wing of fighters, the fighters wouldn't be behind the destroyer, they'd be ahead of it. ;)
Ever heard of the woed ESCORT? It means that the fightes must stick around.....
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Originally posted by TrashMan
Ever heard of the woed ESCORT? It means that the fightes must stick around.....
I've heard of the word escort. ;) Anyway, I was answering HotSnoJ's particular query - whether he should put in a capship or not. In a standard engagement, if there was one destroyer versus one destroyer, and you sent out interceptors, they would be either heading out to intercept bombers or to make surgical strikes on the opposing capship's main weapons subsystems. Sticking around to guard against hostile subspace wing insertions would also work, but if the enemy carrier is in-system, that wouldn't make sense. The best job an escort wing would be doing here is to be heading out to the clear and present threat.
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For some reason i can't type a capital 'i', but i like the render. Stupid keyboard, windows or whatever screwed me up...
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Originally posted by Setekh
I've heard of the word escort. ;) Anyway, I was answering HotSnoJ's particular query - whether he should put in a capship or not. In a standard engagement, if there was one destroyer versus one destroyer, and you sent out interceptors, they would be either heading out to intercept bombers or to make surgical strikes on the opposing capship's main weapons subsystems. Sticking around to guard against hostile subspace wing insertions would also work, but if the enemy carrier is in-system, that wouldn't make sense. The best job an escort wing would be doing here is to be heading out to the clear and present threat.
But I'm not finished yet. You'll see what I'm planing. Basicly I was wonder what you guy's thought of the engine glows. But since no one has commented on them I guess they are fine. :)
[EDIT] I was also hoping someone would ask about the bump and spec mapping. ;)
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I like it. :yes: Nice job man. :) Engine glows are pretty awesome. How exactly did you make them?
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Originally posted by Razor
I like it. :yes: Nice job man. :) Engine glows are pretty awesome. How exactly did you make them?
Blender secret...but I can tell you it involves lights. ;) And might be revealed in a tutorial. ;)
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What version of Blender?
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Originally posted by Liberator
What version of Blender?
I used 2.23 but 2.28c will work. :nod:
BTW It's just a light source setting-option-thing. Not really that secret.
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Originally posted by HotSnoJ
But since no one has commented on them I guess they are fine. :)
Dude, those are the best engine glows ever! I mean they're simply spectacular, the hue and the shade blend just nicely... :D
In truth, I'd make them a darker shade of blue (less like cyan, more like the :sigh: smiley), but that just comes down to taste. :yes:
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Originally posted by Setekh
Dude, those are the best engine glows ever! I mean they're simply spectacular, the hue and the shade blend just nicely... :D
In truth, I'd make them a darker shade of blue (less like cyan, more like the :sigh: smiley), but that just comes down to taste. :yes:
Did you say"blend". It's all about t3h spot lights. Remember it's all about the spot lights...
And I'm so glad you like. :D I will certainly write an engine glow tutorial now.
Also I'm almost done with my next tutorial about getting your model into Blender.
*watches as some diehard tSer's faint*
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Heh, the blender import tut's enough to make me not want to try it...:p
But I wonder if I could replicate the engine glow effect in TS with spotlights... :drevil:
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Originally posted by Raa Tor'h
Heh, the blender import tut's enough to make me not want to try it...:p
Almost done. I had to add some more steps. forgot about the re-texturing once you get it into Blender. (don't worry it's easy ;)).
But I wonder if I could replicate the engine glow effect in TS with spotlights... :drevil:
Most likely. Remember to make them track the camera first!
Quikie course in Blender engine glows:
Anyway to make the engine glows in Blender just add a light (make sure that you are looking from the top, Num key 7), then make it a spot light with "halo" selected. Change the "halo step" to 1 and slide the "haloint" all the way over to 5. Add a camera, move it some where away from the light. Add a "Empty" track the camera to it (Crtl+T), make sure that ou select the camera first then the empty. Then track the light to the camera. Head to the render buttons (F10) and select "Shadows", press F12 to render. If you rotate you ship to make it look like it's rolling or whatever. Un-track the light(s) "Alt+T" and then if your lights are parented to an object un-parent "Alt+P" and select "Keep Transform". Then reset the light(s) rotation to x.0/y.0/z.0 via the "N" key. Then re-parent to the ship "Crtl+P" and re-track to the light(s) to the camera "Crtl+T".
This only works for still renders and animations where the ship isn't rolling. For some reason that screws up the tracking. Anyway I think I've thought up a fix. I will require more work, but hey it looks good.
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Oh, heh, I understand your method now. I used to use a similar concept here and there in my own renders, served me well. ;)