Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Singh on July 14, 2006, 03:52:29 am

Title: Ursas
Post by: Singh on July 14, 2006, 03:52:29 am
Just a bunch of Ursas, flying through the night. :)

(http://img.photobucket.com/albums/v107/anandraj/Ursas.jpg)
Title: Re: Ursas
Post by: Colonol Dekker on July 14, 2006, 03:54:05 am
Please tell me, If thats the latest build i need to download it now............... :D ;) :D



Wicked
ender if thats the case ! 8)
[wtf is with my early 90's attitude today??!!)
Title: Re: Ursas
Post by: pecenipicek on July 14, 2006, 06:35:25 am
why the subtle motion blur? ;)
Title: Re: Ursas
Post by: Tyrian on July 14, 2006, 12:08:32 pm
Nice work!  :yes:

But those engine glows look a little solid and pointy, rather than semi-translucent...
Title: Re: Ursas
Post by: Polpolion on July 14, 2006, 07:16:41 pm
I thought those were trails...

Good job, anyway.
Title: Re: Ursas
Post by: FireCrack on July 15, 2006, 12:41:54 am
Oooh, they do look quie nice.....


We need an HTL Thoth and ulysees so we can rerender the first part of the fs1 endgame scene....
Title: Re: Ursas
Post by: Trivial Psychic on July 16, 2006, 10:38:37 pm
Aren't the guns on the wrong side?
Title: Re: Ursas
Post by: FireCrack on July 17, 2006, 03:48:08 pm
Yeah they are, the model gets flipped when importing/exporting IIRC...
Title: Re: Ursas
Post by: WMCoolmon on July 18, 2006, 04:27:34 am
(http://i22.photobucket.com/albums/b311/WMCoolmon/singh_donuts.jpg)
Title: Re: Ursas
Post by: Colonol Dekker on July 18, 2006, 04:49:50 am
Could you not invert it across the x-axis before conversion ?   :confused:
Title: Re: Ursas
Post by: Darius on July 18, 2006, 05:05:44 am
*whispers*

"There it is...the Coalition's Second Fleet."
Title: Re: Ursas
Post by: Colonol Dekker on July 18, 2006, 05:18:04 am
ROFL @ starlancer Kamov reference.
Title: Re: Ursas
Post by: Singh on July 18, 2006, 08:40:11 am
Yeah they are, the model gets flipped when importing/exporting IIRC...

It does? I'll make sure to flip my models once more next time I render. Currently, I'm struggling to get something that can convert .cob to .obj, though. The College's computers are rather finicky about installing programs, which means i need something that'll do it quickly. Lilthunwrap cant seem to convert the hi-poly aeolus either, so its only good for fighters and bombers (both of which I intend to convert and render soon).

Oh, and WMCoolmon: Now THAT's funny! Nice one! :D
Title: Re: Ursas
Post by: Kosh on July 18, 2006, 09:42:25 pm
So, you are not going to work on your story anymore?
Title: Re: Ursas
Post by: FireCrack on July 18, 2006, 11:48:20 pm
Singh, try accutrans 3d (http://www.micromouse.ca/) I use it often for comb->obj / obj_cob conversion...
Title: Re: Ursas
Post by: Colonol Dekker on July 19, 2006, 04:52:42 am
Thats actually a pretty cool prog, and he expects us to use ou consience and delete the copies after 30 days.
 :lol:
Title: Re: Ursas
Post by: Singh on July 19, 2006, 10:40:19 am
ok, thanks for the program Firecrack - it worked and I managed to get the hi-poly Medusa into Maya!

Now, there's another wee bit of a problem (actually 2): Triangulation and grouping.

I'm currently unable to pinpoint in which exact stage this is happening, but the models always end up triangulated and with some...wierd geometry when I finally open the .obj in Maya. I dont think its happening in the .cob--->.obj stage, since I have it set to make everything as quads, so I suspect its actually PCS that's triangulating the models in the .pof--->.cob stage. Does anyone know how to fix this problem? While I can still render and stuff while it's triangulated, it sorta makes it...I dunno...messy to look at when i want to...err...play around with it, I guess. :p

Second problem is with Accurtans 3d. It basically converts all the LODS, the debris and such into a single object/mesh; and I am unable to access or delete the other debris and lods unless I specifically delete them in Accurtans 3d first. Whereas when i tried converting with Lithunwrap, it managed to convert the .cobs fine (at least, for the ursa and the medusa - its not willing to touch the hi-poly cap ships) with all the layers/grouping and stuff. What gives? It does the same to any mesh I try; up to and including the hi poly asteroids and stuff :(
Title: Re: Ursas
Post by: FireCrack on July 20, 2006, 05:13:54 am
You're using maya eh, that makes it easier for you to give you a solution...

1) Maya has a quadrangulate function (Polygons>quadrangulate) have you tried using that?

2) I find going polygons>seperate... or mabye Edit Polygons>seperate works well for me. It breaks the object down into it's subobjects, you do lose grouping though...