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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: bobbtmann on July 01, 2010, 12:21:31 pm

Title: Cloakshape Fighter
Post by: bobbtmann on July 01, 2010, 12:21:31 pm
Sometime around final exams I began working on this. Since then I've worked on it off and on.

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Title: Re: Cloakshape Fighter
Post by: TopAce on July 01, 2010, 12:31:21 pm
Yes! We'll be needing this.

Tracking.
Title: Re: Cloakshape Fighter
Post by: brandx0 on July 01, 2010, 01:05:11 pm
Looking good so far!
Title: Re: Cloakshape Fighter
Post by: bobbtmann on July 04, 2010, 12:59:39 am
Thanks! Here's another update. I think the geometry is about finished, and I've started UV mapping it.

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Title: Re: Cloakshape Fighter
Post by: Rodo on July 04, 2010, 04:24:32 pm
Loving the amount of details your models have guys.
Title: Re: Cloakshape Fighter
Post by: bobbtmann on July 04, 2010, 05:35:57 pm
Loving the amount of details your models have guys.

It's currently sitting at ~6000 triangles. It's not too much, is it?
Title: Re: Cloakshape Fighter
Post by: brandx0 on July 04, 2010, 05:49:00 pm
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 =)
Title: Re: Cloakshape Fighter
Post by: Rodo on July 04, 2010, 06:06:53 pm
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.
Title: Re: Cloakshape Fighter
Post by: bobbtmann on July 04, 2010, 08:27:29 pm
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.
Title: Re: Cloakshape Fighter
Post by: Mobius on July 10, 2010, 02:20:47 pm
Forgive my ignorance, but... what's this De Havilland Vampire-like fighter for? It's from the EU (not European Union! :lol:), right?
Title: Re: Cloakshape Fighter
Post by: TopAce on July 10, 2010, 02:23:35 pm
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.
Title: Re: Cloakshape Fighter
Post by: Mobius on July 10, 2010, 02:34:06 pm
So that's why I didn't know anything about it prior to checking this thread. Thanks!
Title: Re: Cloakshape Fighter
Post by: Snail on July 10, 2010, 02:36:23 pm
It was originally an atmospheric fighter right?
Title: Re: Cloakshape Fighter
Post by: newman on July 10, 2010, 02:40:20 pm
Not sure about Tie Fighter, but I'm pretty sure X-Wing alliance had them.
Title: Re: Cloakshape Fighter
Post by: headdie on July 10, 2010, 02:40:53 pm
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
Title: Re: Cloakshape Fighter
Post by: -Norbert- on July 11, 2010, 04:00:02 am
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.
Title: Re: Cloakshape Fighter
Post by: NGTM-1R on July 11, 2010, 04:02:29 am
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.
Title: Re: Cloakshape Fighter
Post by: headdie on July 11, 2010, 04:08:29 am
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
Title: Re: Cloakshape Fighter
Post by: Black Wolf on July 11, 2010, 07:03:15 am
Love the cloakshape - Really liking your modelling choices so far bobbtman, and the models themselves too :D
Title: Re: Cloakshape Fighter
Post by: swashmebuckle on July 11, 2010, 05:12:37 pm
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:
Title: Re: Cloakshape Fighter
Post by: bobbtmann on August 03, 2010, 12:41:11 am
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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Title: Re: Cloakshape Fighter
Post by: newman on August 03, 2010, 03:36:03 am
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.
Title: Re: Cloakshape Fighter
Post by: zookeeper on August 03, 2010, 03:39:58 am
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.
Title: Re: Cloakshape Fighter
Post by: newman on August 03, 2010, 05:01:21 am
Also, are you using normal maps and if so, does the problem persist when you turn them off (can do so in the lab)?
Title: Re: Cloakshape Fighter
Post by: chief1983 on August 03, 2010, 09:27:03 am
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.
Title: Re: Cloakshape Fighter
Post by: Angelus on August 03, 2010, 10:41:05 am
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.
Title: Re: Cloakshape Fighter
Post by: newman on August 03, 2010, 01:43:34 pm
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.
Title: Re: Cloakshape Fighter
Post by: bobbtmann on August 03, 2010, 07:31:52 pm
I'll try turning off the normal maps. I'll let you know if it works.
Title: Re: Cloakshape Fighter
Post by: bobbtmann on August 03, 2010, 09:36:11 pm
Yup. It's the normal maps. I turned them off and it got fixed. How can I solve this? chief?
Title: Re: Cloakshape Fighter
Post by: chief1983 on August 04, 2010, 01:33:24 am
I've seen normal maps causing it, but you'll need a modeler to tell you how to fix it, sorry.
Title: Re: Cloakshape Fighter
Post by: newman on August 04, 2010, 03:42:10 am
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.