Author Topic: GTT Pelargos  (Read 5128 times)

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Offline Enioch

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Yes, it seems it can. But I still got problems :(

Take a look at this. I've loaded my meshes (both objs and I've tried BOTH the native 3ds max exporter AND the gw:obj one. There's no difference in the result). I've given it a +/-1 ray distance, averaged the normals (for some reason I can't 'harden' them, or xNormal crashes during rendering), tried it both with and without a cage. Tried increasing/decreasing values in ray distance. I still get this nasty 'curve' thing in my normal map.

And the final hull looks like this; light comes from above and left. I hate it.

Still, it's better than anything I've achieved with 3ds max or MeLODy. I like xNormal; I find it more intuitive and effective. But, somehow I can't get rid of THE CURVE OF DOOM! (TM)

[attachment deleted by Tolwyn]
« Last Edit: October 01, 2008, 09:59:07 am by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Enioch

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SUCCESS!  ;7

Height Map + NVIDIA Photoshop Plugin =Total WIN!   :D

Who needs crappy mesh projection?

[attachment deleted by Tolwyn]
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Colonol Dekker

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Congrats :yes:

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Offline Water

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Just out of curiosity, how many polys in the low poly object?

 

Offline Galemp

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Looks like about a hundred. :blah:
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline Enioch

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Looks like about a hundred. :blah:

Why, thank you very much!  :D

Appearances can be deceiving: 550 tris.

And I've added normals not only to the panels, but to the rust/bumps as well. Tell me what you think.

I don't like the rear. If you concur, I think I'll do the airlock (the bit in the middle) with polies. I want it to stand out more. And I'll fix the diffuse texture, so that the greebles aren't all the same dull grey

I'll probably start on the wheel today.

BTW, I know it's to soon, but I like to plan ahead; Snail, you mentioned animated docking rings etc. I'm pretty sure I can do rotating subsystems (eg the wheel), but how can I do something that 'swings'? You know, like docking clamps, or similar?

[attachment deleted by Tolwyn]
« Last Edit: October 02, 2008, 08:31:34 am by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Enioch

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Height maps rule, but projection rules more! :D

Seriously, I want to crack my head against a wall. All I had to do, was work with no 'cage', and Max creates Normal Textures like a charm! :cool: They're 'deeper' and more accurate than anything I could have done with height maps.

Here is the new hull and Centrifuge wheel. I might tone down a bit on the 'rust' normals on the wheel.

Total faces (including the engines, which are hidden)= 1.2k

And I love it! :D

[attachment deleted by Tolwyn]
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 
no offense, but if you hand the maps over to a senior texturer, THEN it will look FS-ish. This is good, but the textures look like... they remind me of my very small exposure to Descent graphics...
Sig nuked! New one coming soon!

 

Offline Snail

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Remind me, do things rust in space?

(don't get me wrong, it's a great model but the maps are a bit... Dodgy)

 

Offline Enioch

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@Titan:

no offense, but if you hand the maps over to a senior texturer, THEN it will look FS-ish.

Got anybody in mind?

This is good, but the textures look like... they remind me of my very small exposure to Descent graphics...

 :lol: Is that bad?

@Snail:

Sure they do. I think. :nervous:

You just need oxygen for things to rust. An though I admit there's no oxygen on the outside, there's definitely some on the inside of the ship. Don't forget that this is a pretty old crate; there's been time enough for the rust to seep out. And there's always holing from micro-meteors, battle damage etc, which contributes to oxygen leaking, paint scraping off etc.

Good point though. It does look a bit too rusty.

Hmmmm

I got it!

Maybe some duct tape... :D
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Snail

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I'd suggest atmospheric burns from plasma blasts or planetary reentries, but not rust. For rust to form you need both water and oxygen, which I seriously doubt that there are both in space. Especially in the amounts needed for it to rust like that. That, and most FS ships aren't made out of iron.

  

Offline Enioch

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Right you are. I looked it up and water is a must. Funny. I always thought that it helped things along, but was not really necessary.

And you're right about the iron. Ooops... :blah:

Doesn't matter. I still got the texture psd files, and the rust is a separate layer. I'll just delete it and add some paint peeling off etc.

Will take some time, though.

'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)