Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: bobbtmann on July 01, 2010, 12:21:31 pm
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Sometime around final exams I began working on this. Since then I've worked on it off and on.
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Yes! We'll be needing this.
Tracking.
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Looking good so far!
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Thanks! Here's another update. I think the geometry is about finished, and I've started UV mapping it.
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Loving the amount of details your models have guys.
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Loving the amount of details your models have guys.
It's currently sitting at ~6000 triangles. It's not too much, is it?
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Might be a little bit high for a fighter, most of our other fighters sit around the 2500-4000 range. Certain things like the grooves on the wings and tail can be done in texture rather than on the model. It's very very pretty though =)
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I was referring to the shape your greeblings, that circle'ish thing they've got...
I have a hard time getting those shapes in my models.
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I was referring to the shape your greeblings, that circle'ish thing they've got...
I have a hard time getting those shapes in my models.
I just fiddle with the vertices until they look curved. I think it helps if you have an idea of what shapes you want to make. Otherwise it can be hard to just spontaneously come up with a greebling solution that works.
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Forgive my ignorance, but... what's this De Havilland Vampire-like fighter for? It's from the EU (not European Union! :lol:), right?
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It's a relatively well-known, general-purpose independent fighter that appears in a number of EU sources. Used by pirates and other nonaligned groups.
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So that's why I didn't know anything about it prior to checking this thread. Thanks!
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It was originally an atmospheric fighter right?
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Not sure about Tie Fighter, but I'm pretty sure X-Wing alliance had them.
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It was originally an atmospheric fighter right?
yer, I don't think they were built by the original manufacturer for space flight which came from after market kit
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Not sure about Tie Fighter, but I'm pretty sure X-Wing alliance had them.
Since I never played XvT I can't say anything about that game, but it was in Alliance for sure. It was even used in the campaign at least once.
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yer, I don't think they were built by the original manufacturer for space flight which came from after market kit
According my Vehicles and Vessels, it was designed for spaceflight; it was hyperdrive that was aftermarket.
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yer, I don't think they were built by the original manufacturer for space flight which came from after market kit
According my Vehicles and Vessels, it was designed for spaceflight; it was hyperdrive that was aftermarket.
your right my memory fails me yet again
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Love the cloakshape - Really liking your modelling choices so far bobbtman, and the models themselves too :D
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Love the cloakshape - Really liking your modelling choices so far bobbtman, and the models themselves too :D
Seconded--you've chosen almost all of the EU ships I like (a pretty short list, tbh :D) and none of the ones I hate, and the reimaginings are awesome. :yes:
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Texturing. There's an odd effect that I've found only with the cloakshape model. Surfaces that should be parallel are shaded differently, which looks strange. See screen10.jpg for an illustration. I'm not sure if it's the model or what...
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Are you sure those polygons aren't inverted? Try resetting xform on them, checking if they're facing the right way, and flipping them as needed.
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Messed up smoothing groups (like if you have the top, bottom and the edges of the wing using the same group) can also make shading appear weird.
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Also, are you using normal maps and if so, does the problem persist when you turn them off (can do so in the lab)?
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Normal maps can cause it if you do UV mirroring and you're not careful about it. There's ways to fix it in that case though.
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Normal maps can cause it if you do UV mirroring and you're not careful about it. There's ways to fix it in that case though.
how? iirc, there was a discussion about that in IRC, not sure though.
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It depends on how you've gone about creating the normal map, ran into a problem with that myself some time ago. Anyway, easiest way to check is to turn off the normals in the lab and see if the problem persists.
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I'll try turning off the normal maps. I'll let you know if it works.
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Yup. It's the normal maps. I turned them off and it got fixed. How can I solve this? chief?
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I've seen normal maps causing it, but you'll need a modeler to tell you how to fix it, sorry.
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How did you make the normal maps, that's the question. If you generated them from a height map in photoshop using the nvidia plugin, then the thing you should avoid is saving them directly from a height map to a dxt5_nm normal map. To quickly test this, you could try opening up your height map, saving it as a normal map but in regular dxt5 mode (if you're using the nvidia plugin), then opening up the blue normal map that generated in photoshop again and then resaving that in dxt5_nm mode with the options to generate normal map off (since it's already a normal map). Alternatively you could use crazybump to convert your height map to a blue normal map and then convert that to dxt5_nm. But that's just some ways, I have no idea how you created the normal for this. I do know that using the nvidia plugin to create the dxt5_nm normal directly from a height map creates problems.