Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: brandx0 on May 20, 2008, 08:55:50 pm
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Here we go, normal mapped and shine mapped. There's a few bits where the normal is kinda jagged, I'm still fooling around with the blur setting it needs to be at.
(http://img234.imageshack.us/img234/7407/intrender005xs9.jpg)
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Very nice mesh and maps!
Constructively, though, you should look at putting some detail onto the blue diffuse map like dirt, scuffs, scratches, and so forth, as it's currently too flat and unrealistic.
I'm also concerned about the cockpit window proportions; it doesn't look quite right. Match it up in front and top views to make sure you've got it right.
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The proportions are correct, I know that for sure, all the views are matched exactly to the schematics.
I'll try putting a little bit of dirt and grime on there though
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Dirt? Grime!? That is an Imperial Navy TIE/ln Interceptor! Accordingly, it is washed, dried, scrubbed and polished after each mission so that it may properly convey the majesty and terror of the Empire onto those who face it in battle! Hrmpf. Save the dirt for the rebels and their pathetic little X-Wings.
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Hehe, well I do agree it could use a little bit of weathering, just a tad. Anybody got any tutorials that'd help me out there? I only know how to model, this whole texturing thing is pretty new to me hehe
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Well, I was -partly- serious ;) Dirt, in my opinon, just doesn't belong on an imperial ship, but that doesn't mean it has to look factory new. field repairs might achieve the same effect without compromising the clean imperial look, though: A slight discoloring here where a laser burn was fixed up, a plate welded on there to plug a hole, that sort of thing.
PS. The normal map looks awesome. I think the imperial indoctrination officer who posted in my name just before forgot to say that.
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Well, I threw a little bit of those ideas in there, not much, then added the ambient occlusion map and I think I'm about satisfied with the results.
thoughts?
(http://img216.imageshack.us/img216/7140/intrender006ts3.jpg)
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You need more contrast with light to dark, especially when it comes to defining areas where plates come together, and also any sharp grooves that show protrusions. Some random color variation would help as well and honestly, there is going to be some measure of dirt and grime on the Interceptor no matter how well it is maintained. Stuff still slips through the cracks, fluids still manage to leak.
You're on a good role, just need to make the little touches which is perhaps the most pain in the rear part of texturing! :nod:
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Just as another viewpoint, my interceptor alread has a fair bit more colour variation and difference, as well as groove contrast and panel lines than the real Interceptor model.
(http://theforce.net/swtc/Pix/Xbrooklyn/TieInterceptor2.jpg)
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And just for fun
(http://img100.imageshack.us/img100/3461/interceptorscenefi5.jpg)
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And another one, taken from RotJ
(http://img80.imageshack.us/img80/5530/fighterscenetj7.jpg)
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Two things stick out for me:
1. The chin guns look a little exaggerated, including the protrusion they stick out from.
2. An area that could use some texture detail - the front face of the wing hub, the part where the two tubes stick out from.
The black bumpy bits look really awesome though.
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Huh, I stand corrected. It's probably the extra-shinyness of the cockpit combined with the lack of transparency that's throwing me off- the shading has it looking more like a truncated cone than a spherical section.
As for the blue, the ambient occlusion is a nice touch. The photo you posted I think actually underscores my point, though-- it looks like plastic because it IS plastic! Try some light filtering the texture through a metal texture here (http://www.cgtextures.com/textures.php?t=browse&q=169/) or some noise.
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No offense, but all his SW stuff sorta seams plastic... I assume that's because you had the 'material' the models made out of set to... plastic? :P
Seriously, is that why?
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No offense, but all his SW stuff sorta seams plastic... I assume that's because you had the 'material' the models made out of set to... plastic? :P
Seriously, is that why?
It's partially because you're looking at renders made in 3ds max, rather than in game. The shinyness and metalicity of the textures won't really be finalized until I get the model in game, because Freespace renders differently than Max does.
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Same scene with the new TIE Fighter, now also normal and shine mapped
(http://img357.imageshack.us/img357/875/tiefighterdeathstarnf5.jpg)
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Great Work Brand!!
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And the bomber
(http://img86.imageshack.us/img86/5492/bomberrender006bu6.jpg)
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All 3 in action now!
(http://img89.imageshack.us/img89/2940/fightersdsrendersd1.jpg)
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:eek: Sweet.
A bit of clarification on what I meant about the chin guns: the flat piece they stick out of has its top edge too close to the cockpit window. It looks like the bottom edge is at the right hight, so that means that the structure is too tall. However, since the whole structure must stay in contact with the curved surface of the main hull, it must be shifted a few decimeters to the rear rather than simply shortened.
I Googled up this high-contrast image (http://celestia.jherschmann.de/Tie%20Fighter%20in%201.3.1.jpg) of a Celestia model for comparison. Seems accurate.
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That picture really is a thing of beauty. Is that an in-game Death Star in the background?
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No, unfortunately it isn't an in game death star. It'd be nice though eh? And thank you, I'm rather proud of it myself.
As for the chin guns, I believe you're right, they are too big. I'll attempt to scale them down, but with as much work done on the model and textures we'll see how far that gets us... hehe
Even if it's not fixable, these things'll be zooming around so fast you'll never notice anyways.
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Most people won't notice. Every time my lasers miss and the idiot TIE rams me head-to-head, the last thing I'll think about before we both blow up is that it doesn't look quite right. :shaking:
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Little bit of editing on the colour balance of the textures:
(http://img406.imageshack.us/img406/757/render013gy8.jpg)
(http://img406.imageshack.us/img406/5091/intrender007ej2.jpg)
(http://img406.imageshack.us/img406/6122/bomberrender007oc9.jpg)
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These are incredible...
...and I have to get my hands on the Max files. We need the Advanced x1, the Avenger, the Defender, the Vanguard, the Droid, the Scimitar, and the Phantom...
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Those do look great. I love that I can open up the TIE/ln in Paint.NET and kill the saturation to see what the T.I.E. will look like too :)
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These are incredible...
...and I have to get my hands on the Max files. We need the Advanced x1, the Avenger, the Defender, the Vanguard, the Droid, the Scimitar, and the Phantom...
For now I shall be keeping them to myself, I don't want them falling into the wrong hands and someone tries to make a Defender...
hehe
Either way, I'll be doing up the droid, and the 2 advanceds soon probably.
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You have two hard disks? You backup? Good boy. :nod:
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Freedrive :)
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Question: Are you creating normal maps through PS3 by converting bump maps, or are you building a high resolution reference model?
If the latter, can you explain how you're doing the modeling? I've tried using Nvidia's Melody to do something simple; create a normal map for a cargo box that's carried by the GR-75, by referencing a high res version. The problem that I keep running into is that the UV coordinates keep getting messed up, despite having attempted several different ways of approaching the modeling. (basically, the only way to not destroy the established UVs from the low res model is to use Tesselate and MeshSmooth in Max, whereas doing Extrudes and Insets will ruin the UV layouts.
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I'm doing them by hand in photoshop as bump maps, so unfortunately I can't help ya. I tried experimenting with creating a high poly mesh and mapping it onto a lower poly one, but couldn't seem to get any luck with max, that projection modifier is weird, so I'm doing it by hand. Faster that way too I've found.
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Can i get those models? I'm wondering how many i can take down in an erinyes.
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wait another year or two for the release. Projects aren't allowed to release stuff until the whole project is finished. it's an unwritten rule.
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The models will not be released until the mod is. And even then, I'm going to ask people to please seek my permission to use them. I know I can't stop them once the mod is out, but it's common courtesy
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Yup, in fact, I hope to draw up some sort of licensing for all our material we've created before it's released so people know ahead of time what permission they have. As for anyone who receives testing material ahead of release, it should go without saying that it is not intended for any further distribution.
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Stamp your name in really, really fine print on the underside of all your models you use in game, and remove them only if they ask you for permission. :lol:
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I was thinking more along the lines of slapping my name on each model in GIGANTIC freakin letters instead. Then nobody'll want to pirate them.
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I accidentally tripped and fell on my mouse and a TIE cockpit appeared in my models... =P
(http://img221.imageshack.us/img221/8610/render014qx3.jpg)
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Lol, good.
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Can't really see it sorry - in that pic it looks a bit more like you tripped, fell and smashed the cockpit glass a bit. ;)
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Are you using an actual glass texture in Max for that cockpit, because I think the refraction is making it hard to make out the details?
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I think that the specularity needs to be toned down. I don't ever remember the TIE viewports really having much of a wide highlight. Then again, maybe its the light source in relation to the front of the TIE.
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The reason for that was pointed out on IRC earlier. The studio models had no glass at all, which is why it was so easy to see in. We could do the same, but I'd rather see some glare on my target's windshield when I drop in from the sun to finish him off.
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Can I have a TIE fighter?
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They had an ultra-advanced anti-glare Transparisteel coating. :nervous:
but seriously, we can tone down the spec effect on them so it's not quite as shiny.
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The glare is intentional, the cockpit is very low detail and low poly, with a low res texture. It's meant mainly to sit around and provide some depth to the fighter, not be a detailed close up one. Besides, I like it like that.
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So, when's the TIE Phantom coming? I can't wait to see the rest of the TIE series.
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I want to see the TIE-Droid and Defender.
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Couple updated renders of all 4 TIEs, you can find them in my signature (too lazy to post them and there really isn't TOO much difference)
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The panels on the fighter look weird.
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That's what light does when it hits a finely rubbed surface at certain angles