Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: LtNarol on October 13, 2003, 06:25:52 pm

Title: dum dee dum
Post by: LtNarol on October 13, 2003, 06:25:52 pm
Another Exposition render, enjoy.

[glow=tan]
Models by mikhael
Maps by Volition
Planet by Riven
Rendered in trueSpace 5.1[/glow]


(http://www.3dap.com/hlp/hosted/the158th/misc/brothers.png)

(http://www.3dap.com/hlp/hosted/the158th/misc/brothers2.png)
Title: dum dee dum
Post by: HotSnoJ on October 13, 2003, 06:58:08 pm
OOOOOOOO AAAAAHHHHHHH!

I cannot wait until this campaign is done. :nod:
Title: dum dee dum
Post by: Unknown Target on October 13, 2003, 08:30:29 pm
Purdy. Composition is a little wooden, tho. ;)
Title: dum dee dum
Post by: Taristin on October 13, 2003, 08:40:12 pm
Hm... Apply a metal reflectance to the textures, and real lighting from the blasts and you'd have a winner. :yes:
Title: dum dee dum
Post by: LtNarol on October 13, 2003, 08:42:56 pm
how do you do that metal reflections in TS?
Title: dum dee dum
Post by: Taristin on October 13, 2003, 08:49:40 pm
Right click on the reflectance shader, and select metal. Then just paint-roller-tool it on top of the texture you have selected. :)
Title: dum dee dum
Post by: Bobboau on October 13, 2003, 09:29:11 pm
don't use metal, it's way too dark, use conductor, or chrome, or ansiotropic
Title: dum dee dum
Post by: LtNarol on October 13, 2003, 09:31:32 pm
ok, sorry for being stupid, but where is this stuff?  I have on the other hand found an editor for the maps themselves that handles specular and shine....
Title: dum dee dum
Post by: LtNarol on October 13, 2003, 09:42:51 pm
sorta with reflections...
Title: dum dee dum
Post by: Setekh on October 14, 2003, 04:11:30 am
Starfield & planet are ideal. Ships themselves are nice, but... bored. :)
Title: dum dee dum
Post by: aldo_14 on October 14, 2003, 07:16:28 am
Needs explosions.  big ones.  And shiny beams.  IMO.
Title: dum dee dum
Post by: beatspete on October 14, 2003, 07:35:28 am
More... 'exciting' (?) lights and shadows? Try to get a bit more contrast between shaddow and light, there seems to be a lot of ambient light about. If you can, match the lighting direction to corespond with the dark sides of planets, and the location of suns on the background (where applicable ofcourse).


...IMHO.
Title: dum dee dum
Post by: Ashrak on October 14, 2003, 11:55:22 am
nice pulse thingies :)
Title: dum dee dum
Post by: LtNarol on October 14, 2003, 09:37:01 pm
someone know a good tutorial for explosions by chance? preferably either for TS or PSP?

Oh, and another edit; for those wondering about beams, these ships are from Exposition, which is set well before FS2 ;)

EDIT: now with explosions, liked it better before though, never been too satisfied with my craptasitic explosion composites :blah:
Title: dum dee dum
Post by: Taristin on October 14, 2003, 09:59:17 pm
I like the one on the bottom...
Title: dum dee dum
Post by: LtNarol on October 14, 2003, 10:01:16 pm
the render or the ship?

EDIT: Will TS render reflective surfaces properly if the graphics card is a TNT2?  I'm starting to have doubts, since I think I found what I was looking for and I've had similar problems with highlights in FS_open.
Title: dum dee dum
Post by: Setekh on October 14, 2003, 10:01:52 pm
Grab an explosion from the VPs and pull out a single frame. Copy it straight onto your image, then fiddle around with PSP's layer blending options... look for something like screen, addition, or inverse of multiply. :)
Title: dum dee dum
Post by: StratComm on October 14, 2003, 10:11:08 pm
Simple suggestion: turn one of the ships around.  Right now it looks like they are in a race to something behind the camera and just happen to be shooting at each other.
Title: dum dee dum
Post by: LtNarol on October 14, 2003, 10:21:12 pm
While I can see quite a bit to be gained from that, you'd lose the almost identical perspective on both ships, which was sorta the point...meh :p
Title: dum dee dum
Post by: Terawatt_99 on October 14, 2003, 11:38:24 pm
there should be more laser fire coming from each ship :drevil: otherwise, looks really cool :yes:
Title: dum dee dum
Post by: mikhael on October 14, 2003, 11:57:43 pm
Narol, what video card you have is absolutely meaningless when it comes to a render. Renders are all about the CPU and the math coprocessor. Your video card just displays the image once the render is done.

Listen to Steak on the composition hints.

Oh and Steak, please, please, please don't tell me you don't like the ships themselves. I worked HARD on that hull! ;)
Title: dum dee dum
Post by: Setekh on October 15, 2003, 12:06:40 am
*agrees with Mik on all counts* Having a crummy graphics card will not be a detriment to your render quality at all - I have relied on that fact for every single one of my renders. ;)

Quote
Originally posted by mikhael
Oh and Steak, please, please, please don't tell me you don't like the ships themselves. I worked HARD on that hull! ;)


I hardly even needed to say I love these models. ;) Hopefully, I'll be able to steal those meshes when I get SPIRE up and running again - just can't wait to play around with it, I already have some ideas for them in my head. :yes:
Title: dum dee dum
Post by: mikhael on October 15, 2003, 12:45:13 am
ROCK. ON.

I'll definately supply them to you. Heck, maybe I'll hook you up with slightly higher poly versions. ;)
Title: dum dee dum
Post by: Setekh on October 15, 2003, 12:48:18 am
Quote
Originally posted by mikhael
ROCK. ON.

I'll definately supply them to you. Heck, maybe I'll hook you up with slightly higher poly versions. ;)


Now we're talking. :cool: That said, I'm trying to avoid good stuff for rendering right now - getting SPIRE out for the first time in a year would be a disaster for my exams. November 13, that'll be the day. :nod:
Title: dum dee dum
Post by: Gloriano on October 15, 2003, 04:19:57 am
i like those:) :yes:
Title: dum dee dum
Post by: Taristin on October 15, 2003, 07:18:17 am
Also, what the AWACs said about the explosion you can do in TS too.  Take a Plane, and texture it with the explosion map and use the filter tool to make it transparent. You can even take several explosions mapped on planes from different exp0*.ani's and make some pretty convincing explosions. :) :yes: