Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: Shrike on April 16, 2002, 05:45:51 am
-
A new render by......me. (what, you expected me to say someone else?)
Click (http://www.3dap.com/hlp/staff/shrike/capships.jpg)
Here's another view (http://www.3dap.com/hlp/staff/shrike/dd.jpg). This is an older version of the mesh.
And just for fun, a side view (http://www.3dap.com/hlp/staff/shrike/capside.jpg) of the two ships.
Anyone know of a good way to make nav light-type things? The ones I made weren't all that hot.
-
Originally posted by Shrike
Anyone know of a good way to make nav light-type things? The ones I made weren't all that hot.
I do in 2D, but not in 3D...
-
What, you expect me to comment on two forums? That's it, I'm just going to quote this reply once I'm done and paste it onto SB. :p :D
Render's good. I like the view you have on the further ship, and the closer one has nice nav lights (you did a good job on the metal shader), and the sun is sweet. I still don't like you having your stars so bright (IMHO it shows a focus of the camera more on the starscape), but you don't look to have any signs of changing that anytime soon, so heh. ;)
As a render, the quality is nice, but it's (unfortunately), meaningless. We don't even know if the ships are moving anywhere, since you don't tell us, and we can't see any thruster glows (sure, they could be coasting, but with relativity and all, how would we know?). So for all we can see, it's just two ships sitting, sunbaking. Ummm... woohoo! ;) Work on putting some story into it next time (you've done it before, it doesn't take much at all).
Anyway, nice job. I won't steal your limelight by posting my three new renders. :D
-
Well, I thought about putting in a bit of weapons fire, but it would all be going to basically the vanishing point......
-
You could make them under attack from some pirates. Excuse for explosions! :D
-
I think that Steakyboy :D said it all. I have no other comments as he pretty much covered everything.
good render aside from all of those things.
-
nice nice nice - for the nav lights what progs you using?
-
Originally posted by Setekh
You could make them under attack from some pirates. Excuse for explosions! :D
Excuse for shield effects actually. Which reminds me, I have to figure out how to make shield effects.....
Originally posted by KillMeNow
nice nice nice - for the nav lights what progs you using?
Just default MAX lens flares.
-
Originally posted by Corsair
I think that Steakyboy :D said it all. I have no other comments as he pretty much covered everything.
Another name? Well, looks my title is really kicking in, isn't it?
Anyway, shield effects? You have room to move... you can invent whatever shield effects your universe wants. :)
-
Originally posted by Setekh
Another name? Well, looks my title is really kicking in, isn't it?
I'm tired, I just woke up, and my mind is a little fried. Therefore, you have a new name. I christen this GVA Setekh: The GVA Steakyboy!!!!! :D
Yes, it appears you have a new name ;)
-
So, what have I got so far? AWACS, Steak, Poor Setekh, SteakyBoy, Tang-Boy, Steak of Steaks... uhhh... :p
Uh-oh. Shrike is gonna kill me for derailing his topic after he went to sleep... uhh.. *runs* :nervous:
-
I still think you should put more work on your nebulae. The scenes are good, but lack any kind of emotion - something like what Setekh said....
-
I'll just say the following: Yummy. Me likes.
-
Originally posted by Shrike
Just default MAX lens flares.
use volumetric lights, that's remains the best way for such things. A few local lights shouldn't drain your resources down.
-
Originally posted by venom2506
use volumetric lights, that's remains the best way for such things. A few local lights shouldn't drain your resources down.
You sure of that? Those things are not much better than a decently controlled lens flare, and take ages to render...
-
Originally posted by Styxx
You sure of that? Those things are not much better than a decently controlled lens flare, and take ages to render...
no, if it's just for a few lights ( say a dozen of punctual lights), it's really not that heavy. I made a SF hydra glows only with volumetric lights.
Of course, the glows are faster: for a red light, you make a very small white sphere, 100% self illumination, give it a red glow, et voila. the pb is that you have to figure how to scale it down with the distance. I can't :(
-
Use videopost lensflares.
the render effects ones suck in a terrible, terrible way.
-
Originally posted by wEvil
Use videopost lensflares.
the render effects ones suck in a terrible, terrible way.
True.
Hey, wEvil - you know of any other lens flare plugins that actually SCALE the damn thing with distance? The distance fade thing on the standard MAX one is just... terrible. :p
-
Originally posted by wEvil
Use videopost lensflares.
the render effects ones suck in a terrible, terrible way.
I only use the video post effects, but yet, after various searches and asking various peoples, I still have NEVER been able to get the glows to scale properly with distance. not even once, by accident. annoying. Also annoying is that they won't sho through opacity or any transparent map. stupid, if you ask me.
-
check out www.blur.com/blurbeta
I *THINK* they have a shader that does glows through opacity maps.
are you using Gbuffer geometry channels or effects IDs? Material effects IDs should work...i cant remember.
If theres one thing they should fix in MAX for the next release its a decent glow/lens flare package because the two implementations currently in there are unpredictable and hard to use.
-
Originally posted by Styxx
Hey, wEvil - you know of any other lens flare plugins that actually SCALE the damn thing with distance? The distance fade thing on the standard MAX one is just... terrible. :p
I've heard all sorts of problems about that. I would have thought something like that would be standard by now. :nervous:
-
Originally posted by wEvil
check out www.blur.com/blurbeta
I *THINK* they have a shader that does glows through opacity maps.
are you using Gbuffer geometry channels or effects IDs? Material effects IDs should work...i cant remember.
If theres one thing they should fix in MAX for the next release its a decent glow/lens flare package because the two implementations currently in there are unpredictable and hard to use.
mmh, I use the material ID in fact. ok... i'll send myself a PM with this URL so I can find it back when I'm back on my PC friday :)
Btw, is there a way to import custom glows? ( I mean different shapes than just a plain circle )
-
Originally posted by Setekh
I've heard all sorts of problems about that. I would have thought something like that would be standard by now. :nervous:
I think everyone thought that. Too bad it didn't happen. :p
-
Nice renders;)
I just use a simple spotlight whit a cone angle of 10:) for nav lights.
-
Nice. :nod:
-
Originally posted by Redfang
Nice. :nod:
Bah i cant stand the word "nice", it should be removed from the dictionary and burned!
-
Now now, that isn't very nice :p
-
Originally posted by Zeronet
Bah i cant stand the word "nice", it should be removed from the dictionary and burned!
Any particular reason?
-
Nice is a nice word. No, seriously! Uhh... Seriously!
Gahhh... too many words I associate with too many things... :D
-
Originally posted by Setekh
Anyway, shield effects? You have room to move... you can invent whatever shield effects your universe wants. :)
Yes, it's inventing a good looking one that takes time. :nod:
-
So, what are you waiting for? ;)
-
you know how setekh said about the stories and stuff...
id just like to know, exactly what sort of basic story line is there other than the 'ships fighting', 'ships running away' and... i can't think of any other ones. someone enlighten me.
-
I happen to like ships sunbathing.... ;)
-
Just look through The Array. All of it. It's pretty much all unique stuff in there. The stuff which isn't unique is pulled from the FS story arc.
-
Originally posted by Shrike
I happen to like ships sunbathing.... ;)
Yeah, gotta love the tan marks... ;7
-
Latest updates on the model.
(http://www.3dap.com/hlp/staff/shrike/dd2.jpg)
Next up are the point defense mounts, and possibly a modification of the VLS banks near the rear.
Poly count is currently at 23,118.
By the way, at ~8x4 meters, you could practically drive a semi down one of those gun barrels. ;) The ship has a hull length of 402 meters, with another 23 meters of antenna.
-
Cool, now put some different textures there...
-
Originally posted by Shrike
By the way, at ~8x4 meters, you could practically drive a semi down one of those gun barrels. ;)
Ouch. ;)
Styxx gets it in one, let's see you learn to make some new texes there, boy! :D
-
Let's see you make new textures. I've made new textures before, but what's the point of making them when the model itself isn't finished?
-
Well, it just seems kinda pointless, seeing as you have the facility to texture and you're pretty good at it, but you don't have any textures to put on there.
Besides, I was joking. ;) I know all your models are WIPs... I don't think I've seen one that was absolutely finished come out of you, ever. :p
-
:nervous:
What can I say, I'm a tweaker....
-
Shrike has probably hundreds of unfinished models, and maybe 3 that are done.
-
Originally posted by Shrike
:nervous:
What can I say, I'm a tweaker....
True, I suppose. I think you've got ten or eleven seperate Wasps and Deliverances sitting around, you know. ;)
-
Big Bad Update! Finally did some more work.
(http://www.3dap.com/hlp/staff/shrike/dd3.jpg)
Detail on a VLS bay.
(http://www.3dap.com/hlp/staff/shrike/dd3vls.jpg)
-
Now I remember why it's so much shinier.... went from anisotropic to blinn shader. I think it looks better before, don't you?
-
ohhh...pretty...
-
I like it, :yes: but it could use better textures. :)
-
Dang you, Shrike! :doubt: I looked over the topic, and it took me a few seconds to realize that Setekh's posts were from a few months ago... :(
I miss him....
-
Another update. :D
(http://www.3dap.com/hlp/staff/shrike/dd4.jpg)
Along with a one-man ramscout parasite ship, which is very unfinished at the moment. But it gives you an idea.
(http://www.3dap.com/hlp/staff/shrike/ramscout.jpg)
-
Another one of those damn picture things (http://www.3dap.com/hlp/staff/shrike/ddbig.jpg).
Surfaces look a bit weird, but my computer was starting to fade so I decided to use it or loose it....
-
The weapons effects are so so, but this ship is seriously neat, I love those big turrets, cool shape :)
How many polys for that thing? I suspect a few hundreds of thousands :p
-
Well...certainly looks good to me ! :)
The starfield needs a little attention though, a bit more variation in the star's intensity etc. and maybe a couple of nebulae.
The shape of the ship is good - try shrinking the texture down a little bit and putting some decal maps on to add to the detail.
Maybe a little more geometry on the rear cylidrical area as well.
Oh, and try out my beam suggestion ;)
Overall...
:yes: :yes: :yes: - still WIP phase but looking promising :)
-
90 kilopolys, thereabouts.
As befitting a WIP, it doesn't have custom textures yet. It'll probably end up being significantly darker....