Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Grey Wolf on May 24, 2001, 09:24:00 pm
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This is my first render, so don't laugh:
(http://www.angelfire.com/scifi/gtdwolf/GW2009A.gif)
What do you think?
[This message has been edited by Grey Wolf 2009 (edited 05-24-2001).]
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Its quite good.
Work on lighting and don't up the gamma correction the background so much. But it looks pretty cool (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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To get the hull effects I used the mettalic option on texturing and increased the Ambience. What do you suggest for the lights?
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I dont know why, but the Apollo seems to blend much better with the background and almost looks cinematic to me, whereas the Basalisk looks a little out of place... you might want to try a larger resolution, and moving them a little away from the screen. Just an idea- but it definitely looks good (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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The Basilisk would look better with some motion blur. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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This render is straight from TS1, no post production (mainly becaus I don't know how)but I think the Basilisk doesn't fit because looks bad because I tried giving th ships a mettalic feel but it just doesn't seem to work w/ Shivan ships.
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Don't forget the super duper big LENS FLARE!!!1!!!!
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Quick question greywolf, when I take models from .pofs to .cobs into TS1, it doesn't recognize their textures. (perhaps it doesn't have a UV map, but by any means there is no texture)
How did you overcome this little issue? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Ace
Staff member FreeSpace Watch
http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
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You have to extract the PCX files and convert to bitmaps. What I then do is paint the whole model w/ the main tex using paint whole object and then paint the thruster on using paint face. You have to do this because TS doesn't know to look into VP files.
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give the thruster plumes maximum ambiance. it always works for me, and maybe put a small light on each plume.
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Of course, this texturing method doesn't work for capships, which use lots of textures, and are tiled. Hmmm, I'm meant to be learning that... but I couldn't be bothered... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)