Hard Light Productions Forums
Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Lynx on August 01, 2004, 04:55:29 am
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(http://www.scifi-3d.de/wcsaga/Lynx's stuff/TD1.jpg)
(http://www.scifi-3d.de/wcsaga/Lynx's stuff/TD2.jpg)
(http://www.scifi-3d.de/wcsaga/Lynx's stuff/TD3.jpg)
Model is done by gevatter Lars, textures are by me(Lynx).
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those textures make it look like a real shark :eek:
Scary, nice and most importantly: sweet. ;)
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Very good job it looks beaty:)
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how many diferent textures are seen in that shot?
just one right?
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Wow, those are some sweet textures. Nice one, shows off the geometry nicely. :)
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two or three, I have to take a closer look at the model.
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Looks really nice.:)
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Very nice thunderbolt :D
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you realy realy need to use the fewest textures posable, even if they are very large textures
it realy is rediculusly easy to do
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*whistles*
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Originally posted by Bobboau
you realy realy need to use the fewest textures posable, even if they are very large textures
it realy is rediculusly easy to do
if it's that easy i'll send you all of my models to UVmap.:p
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I would round off the cockpit a little. While the original did have that boxy front, a small amount of smoothing of the side edges of the cockpit glass/support part would make it look a little better.
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diferent not: I'd reces the mechanical bits a little, small edges like that make things look a lot more detailed
I'd be willing to do one or two models to show you what I mean, but it's not my mod.
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*double post*
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Originally posted by Lynx
if it's that easy i'll send you all of my models to UVmap.:p
send it over and I will merge textures... it can be done in a matter of minutes. In 3dsmax of course :)
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good, see I told you it was a simple matter,
now just make sure you do that for all your ships sometie before your relese.
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Originally posted by Bobboau
good, see I told you it was a simple matter,
now just make sure you do that for all your ships sometie before your relese.
impossible due to extendide use of tilling maps on cap ships. This can be done for a lot of fighters, but nor for cap ships. At least not for large ones.
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Well you still have to use some tiling on capital ships for sure. Not going to get away with that...Bobboau still does it :)
Its just that HT&L has more trouble with tons of textures than tons of polys. Or so I'm told. So it means that if you have a pile of fighters with multiple textures each then you get slow downs...Venom's GTF Banshee is a prime example.
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IIRC there are capships that have non-tileing textures, lost of them.
though I could be wrong
/*looks to see if he can find that one capship I got from you guys for shield testing*/
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Well the Fenris is a good example I suppose :)
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Originally posted by IceFire
Well you still have to use some tiling on capital ships for sure. Not going to get away with that...Bobboau still does it :)
Its just that HT&L has more trouble with tons of textures than tons of polys. Or so I'm told. So it means that if you have a pile of fighters with multiple textures each then you get slow downs...Venom's GTF Banshee is a prime example.
Better not use the Microsol Consortium's freighter (reskinned Cyllene from Inferno) in large groups then. It has 15-20 textures.
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You don't have to advertise your mod with every post you make-especially if this post doesn't have about nothing to do with the topic of the thread, Woolie.:rolleyes:
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Lynx: Cockpit looks bad. Else than that it's pretty cool.
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Originally posted by Lightspeed
Lynx: Cockpit looks bad. Else than that it's pretty cool.
is it the model itself od just the texture map?
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Originally posted by Tolwyn
is it the model itself od just the texture map?
Bit of both IMO. I think - and I'm not sure if you'd consider this clashing with WC canon - you should add 'rims' to more clearly indicate where the glass and hull plates meet. At the mo it looks odd because there's no logical point of joining, i.e. it joins the hull too cleanly. that or actually recess the windows geometry into the hull (may not be possible depending on your model design).
i.e.
(http://www.aldo14.f2s.com/portfolio/claymore4.jpg)
(Specifically where the bottom / rear cockpit joins the hull....)
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I understand what you mean with the cockpit. The first model by Lars had it, but I removed it(among a few other minor things) since I thought it is a waste of polies but now that you mention it...
Since this model still needs some fixing some texturing, spec mapping and smoothing errors, so I have to rearrange some of the vertices and polies, I might get it back in. And I might even texture(and glowmap if it's not too much of a resource hog) all the cockpits of the fighters at a later stage, since I tried it with one model and it looked just lovely.
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Hey Bobbau; I got ahold of a high res render of the THUD and smoothed out the edges at the main body and wings, and recessed the cockpit a bit (it's not very visible, but IMO anymore would have looked wierd). And added some mere details to the texture. It looks much better now IMO, and with the additional polies and edges it can finally be smoothed without the vertex lighting showing it's ugly face everywhere on the model. How do you like it now?
I still have to model a LOD and hand it over to Starman to convert. I'll post ingame footage ASAP.
(http://www.scifi-3d.de/wcsaga/Lynx's stuff/THUDX.jpg)
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Not sure it was there in the first version too, but make a darker
texture were the gunmounts spread out of the hull.
Excellent texturing btw :yes:
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As for the shading: I already made a dummy convert with a tiling texture to test this, and it looks incredible. The edges of the wings are smoothed as well as the main body. It almost look like the real thing.
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oh, wow, that looks much better IMO
three items now seperate this model from being god like perfection:
1)the cockpit should have the glass recessed a little more, I didn't even realised it was at all untill I re-read your post, make it about as deep as that cross bar is wide (or at least half of that)
2)on the inside surface of the engines there should be a small lip and the exposed machinery should be resesed
(http://freespace.volitionwatch.com/blackwater/wcs01.jpg)
I'd say this is the only thing I think is realy important out of all of these and would have the greatest effect
3)a very suble bend should be added to the engine pods and the thing in the center
(http://freespace.volitionwatch.com/blackwater/wcs02.jpg)
that's the maximum I would sudgest moveing it,
this will serve two perposes, first it will improve the lighting, second, there is a Phycological phenomenom with strait lines, slight curves make things more real, bigger, thougher.
it might also be advisable to think about adding the same edge smothing techniqe you used on the cockpit and sides of the engines to the weapon pods on the sides of the cockpit, but I'm not sure about this.
but I want to reiderate, it looks _great_ now.
I can be please :)
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Recessed the cockpit a bit more and recessed the tech stuff on the inner side of the wings(it's not very visible on this screen though), here's a screenshot taken in Aurora with correct shinemapping and a yellow backlit cockpit.
While the shading is a lot better with the new details it's still screwy around the cockpit and I don't think I can fix it with TS. Sometimes I wish TS was a living being so that I could rip out it's throat and piss on it's dead body.:mad:
Anyway, it looks still very good:
(http://www.scifi-3d.de/wcsaga/Lynx's stuff/Thudshine.png)
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exelent
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The cockpit looks great now.
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Originally posted by Bobboau
excellent
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agreed :D
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Here are two ingame screens I took from it while testing something:
(http://www.scifi-3d.de/wcsaga/Lynx's%20stuff/Thudblue.jpg)
(http://www.scifi-3d.de/wcsaga/Lynx's%20stuff/thudmeson.jpg)
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That looks superb now! Thanks!