Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Nico on May 27, 2001, 03:14:00 pm
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Nope, I won't ask you to make me renders, I already noticed it was useless (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif).
No, I just want to know 2 things:
- what is the configuration of your computer?
- how did you make these helmets for the wing co pilots? (little walkthrough, maybe? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
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I know he's got a buttload of ram....like, over 512, I think.
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that's a buttload alright (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Ergh... I have 384... so close, yet so far (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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with RAM prices what they are at the moment...
EVERYONE START BUYING IT NOW!!
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Mental Ray Subdivision preprocessing.....
start globillum photon trace...
start caustics photon trace....
*SPLAT*
*SPLAT*
*SPLAT*
arrgh...it's gone all blotchy!
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heheh...everyone is always so curious about that...
first off it really doesn't matter too much what kind of system you are running on unless you are at an extreme end or the other...
a p2 won't be in reality all that much slower then a p4...well openGL it will, but both systems can put out the same quality of work...it when you are getting into animation and production that your system really starts to show it's capabilities..then a p4 will really help a hell of alot (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) ...incedentally, I started rendering on p-60 with 32 megs of RAM and truespace2 :P On my website The Maelstrom was born on that system (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) As were a few of my city scapes (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
As for helmets...well...lets just say I cheated a lot on those...took me maybe 15 minutes to make...
step 1: create a sphere over the head of your character in a background layer..
step2: use magnet and scale to make it fit the shape of the head a little...
step 3: use extrude and then scale the new polygons to get the major shapes of it to stick out...
step 4: bevel out a few areas to give some detail...( bevel in a couple times to get little indents )
step 5: select the polygons where you want the glass, and extrude them and shrink them and rename those polygons "glass"
step 6, metaform...
step 7, name all th rest of the polysgons with surfaces, the sides "helmet side" the front "helmet front"
step 8: texture
step 9: render
It is literally that easy :P
Rob
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Originally posted by Darkshear:
It is literally that easy :P
Uh huh, yup, sure. (http://www.warpstorm.com/ubb/cwmsmilies/cwm13.gif)
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- Arnav Manchanda
ICQ: 6228797
Creator of Technological Superiority: http://www.3dap.com/hlp/techsup ("http://www.3dap.com/hlp/techsup")
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Rob, you require way too much use of the jawdrop smiley than is healthy for normal human beings. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Who ever said I was normal? :P
for that matter who ever said I was human?
/me goes back to rendering images from his UFO :P
[This message has been edited by Darkshear (edited 05-27-2001).]
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Whoever said you were human? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Damn edited my message after you posted the reply :P
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Heheh. Bow down before the AWACS power. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/devil.gif)
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Originally posted by Setekh:
Heheh. Bow down before the AWACS power. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/devil.gif)
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://www.warpstorm.com/ubb/cwmsmilies/cwm14.gif)
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They say that death allways smiles at us, the only thing we can do is to smile back.
Staffmember: Hard Light Productions ("http://www.3dap.com/hlp")
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Proud member of: 79th Tango Squadron ("http://www.awesome-games.dk")
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Hehe, I began to make renders about 8 years ago, on a (then) superpowerfull 486 DX33 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
I guees my proc is powerfull enough, with what you've said (athlon 900), but I don't have enough memory (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) (128)
Rha, damn, for the helmet, I forgot you used Lightwave. I'll have to find how to do that in 3dsmax now, but thanx anyway, coz you gave me the basis (I hope I won't have to d/l too much plug-ins, but oh well...)
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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Plug ins? Bah :P
there are only 3 plug ins I ever use...one is called FastFresnal, make things more reflective and shinyer (strange word...BAH) the more of an angle they are seen at, (real world effect, look at a tv head on and then move around to the side still focusing ont he screen )
The others are emitter, (Faster then doing it by hand) and Hypervoxels (Renders faster then making actual objects)...
You don't need plug ins for anything else...or else you need a new rendering engine :P
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Originally posted by Setekh:
Rob, you require way too much use of the jawdrop smiley than is healthy for normal human beings. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Darkshear:
Who ever said I was normal? :P
for that matter who ever said I was human?
/me goes back to rendering images from his UFO :P
[This message has been edited by Darkshear (edited 05-28-2001).]
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Whoa! Talk about like, Deja Vu, dude!