Author Topic: High detail stuff...  (Read 10475 times)

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Offline colecampbell666

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Christ, that ain't no Daedalus! That is Stargate, is it from the movie? Or did you model that?
Gettin' back to dodgin' lasers.

 

Offline boewolf

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It definatly has a good Stargate feel to it, and that definatly looks like a Stargate hyperspace window opening...  But dang...  How sweet does it look...

 

Offline Vasudan Admiral

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The only model of mine in there is the last one. The others were done by people with frighteningly large amounts of skill. That ship quoted there is the Ancient's main class of warship from Stargate Atlantis. It's my favourite ship of the whole SG universe, for some distinctly greeble related reasons. ;)

Quote
Correction Admiral... it's FractalSponge (aka Ansel Hsiao)
Bleh. It was from memory. I was only 2 characters off though. :p
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Offline Nuke

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its possible that hard tiling could possibly be done procedurally in games so that you can build a simple mesh and the game engine turns it into a more complicated one. but then again greebeling looks best when its more or less random. i still havent mastered the art of grebeling, but i dont think expecting a single plugin or tool to do it all for you would work. main thing i dont get is how to effietiently uv map greebeled surfaces.
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Offline Vasudan Admiral

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Proceedural greebling sounds to me like the sort of thing that would be good for a flight sim game - something used to quickly and easily make buildings/cities. I don't really think it would work for most other game types, and if it could work at all I'm not sure if it would have any advantage over normal mapping - which would involve a whole lot less work to implment well.

As for auto-greeble tools, I think you're pretty much right about that. With auto-greebles vs. hand made greebles it's very much a case of quantity vs. quality. Autogreeblers can do enormous volumes of simplistic detail such as these:



(Used Blender's "discombobulator" feature - loads of fun :D )

But if you can't deal with the prohibitively high polycounts they produce (ie, you want to use the model in a game) and/or want good looking greebles, you'll need to do them by hand.

BTW, when you talk of efficiently UV mapping greebled surfaces, do you mean timewise or UV space wise?
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Offline Nuke

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as far as uv space goes. a simple top town uv map would be the fastest way, but if you come in atht egreebels from an angle, the sides of thim will always look flat or worse have ugly shear lines from being uv mapped at a prependicular angle. you could also apply cubical mapping, and if the uv tool youre using is smart enough, it should map each poly from the angle in which it has the most surface projected to the map. either way would be difficult if you use anything more complex than a generic metal texture, like mapping lights to the insides of the grebels.

for example the truss structure on the ragnarok class

which really isnt greebeling, rather its just a reverse-extruded pattern id say those alone took about 2 days to uv map. it was enough to push the model to the sweetspot of 15k polies and about 11k of those were for the hull. now had i just done a top down on them, id have all sorts of defects on the uv mapping, i essentially wanted the insides of theese to look like steel beams so that means i had to map each surface to the same spot on the uv map.

now for the second example you showed it looks like that sort of effect would binifit from the top-down mapping, completely ignoring the sides. now it your first pic, that wouldnt work, youd want to texture the sides of those. either way the work involved is alot more than anyone but somone who gets paid to do this stuff can do in a resonable amount of time. if i was getting paid to mod im sure id come up with much better stuff. id guestimate it would take hundreds of man hours to uv map something as complicated as a super star destroyer.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline colecampbell666

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It doesn't look like the Aurora from that angle, looks more like a BC304 with a tail end.
Gettin' back to dodgin' lasers.

 
Wish the Discombobulator was available for Max... I don't like the Greeble plugin.  Does the Discombobulator base it's panels on the line edges?  Thats how Greeble plugin works, producing more triangle shaped details than rectangles.  :ick:
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Offline boewolf

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Hmmm... Maybe detail boxes would work best for me...  There just a separate sub-object that holds nothing but a bit of detail....  If that is so how does one go about setting them up?

  

Offline Nuke

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the proces is about the same as setting up a physical subobject or single part turret. thing is you define a box (oposing corner vectors) or a sphere (location vector, and a radius) in the subobject properties with the apropriate tags for that object. then if the camera is within that box/sphere, then the submodel is rendered. im not sure the exact tags but i think pcs2 can auto-insert them for you. im not sure if you need a table entry for them. ive never used them before but thats the basics of it.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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