Author Topic: Blame Darkage.  (Read 15076 times)

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Offline Nico

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Quote
Originally posted by mikhael How hard would it be to get it under 3k? um... real damn hard, considering the details. As for where you're going with this.... why would you want to put it in the game, when there's an already working Mjolnir? ;)[/B]


it would be easier to make a new one, w/o a doubt. ( why? LOD zero ;) )

Quote
Originally posted by mikhael
I wouldn't texture it, but I might put material properties on it. Textures would mostly obscure the geometry.


how bad of a reason :P meshes are done so they look natural, not so that you can p1mp how many details you put on it :D
You have to learn how to map anyway. try texturing it with the FS2 maps first, it'll suck, but it's a good start. for things like tubes and heat thingies blades, you'll want to use procedurals I suppose. large panels will need at least bump maps, difuse colors can be done with procedural materials too
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Offline mikhael

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Quote
Originally posted by venom2506

how bad of a reason :P meshes are done so they look natural, not so that you can p1mp how many details you put on it :D
You have to learn how to map anyway. try texturing it with the FS2 maps first, it'll suck, but it's a good start. for things like tubes and heat thingies blades, you'll want to use procedurals I suppose. large panels will need at least bump maps, difuse colors can be done with procedural materials too


Meshes of natural objects are done so they look natural. Meshes of artificial objects are done so they look artificial. ;) My point was that mapping the thing with textures would obscure the geometry and thus make that geometry a waste. We use textures to make up for a lack of geometry, not the other way around.

Besides, most any texture can be created with a combination of geometry and material properties. You don't need to use maps for anything, if you're patient and creative. Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Razor

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Quote
Originally posted by aldo_14
First reaction : **** ME!!

Second reaction;

Very nice. :nod:


1st reaction: :wtf:

2nd: That seal is gonna be extinct. *HINT*

  

Offline Stryke 9

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Quote
Originally posted by mikhael
Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).


Incidentially, I've MODELED plate coatings, complete with rivets. Took me about an hour. So there.:p

 

Offline Anaz

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woah.....that looks like one of the reville plastic models....

1337ne55!!!!!!!!!!!!!!!!!!!!!!
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Nico

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Quote
Originally posted by mikhael


Meshes of natural objects are done so they look natural. Meshes of artificial objects are done so they look artificial. ;) My point was that mapping the thing with textures would obscure the geometry and thus make that geometry a waste. We use textures to make up for a lack of geometry, not the other way around.

Besides, most any texture can be created with a combination of geometry and material properties. You don't need to use maps for anything, if you're patient and creative. Even metal plates can be done with careful use of procedurals and geometry (not that I WOULD, mind you. ;)).


hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?
SCREW CANON!

 

Offline Darkage

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Redoing the Mjolnir animation !
Here is a short alpha preview of the second animation. It wil be around a 1000 frames long.
And the rendering resolution is gonna be 640*480



Enjoy:)

I'll post more screens as i progress.
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Returned from the dead.

 

Offline Styxx

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Quote
Originally posted by venom2506
hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?


Fool! They're in space, there's no dust and no rust! :D

(damn, I wish it hadn't rhymed)
Probably away. Contact through email.

 

Offline Nico

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that was a general remark, not just about the mjolnir :p anyway, what about burn marks, internal liquids that may go out from times to other ( especially after a shivan raid :p ), the toilets ejection system from the orion that just went by and the trail of the big comet taht is heading right into it? bleh ;7

edit: and as fas as I know there's a lot of dust in space ;)
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Offline Stealth

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Offline Carl

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Quote
Originally posted by venom2506
edit: and as fas as I know there's a lot of dust in space ;)


one atom per square centimeter. so, no. not really.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Carl

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Re: Redoing the Mjolnir animation !
Quote
Originally posted by Darkage


do you not has some sort of addition transparency shader for those engines?
"Gunnery control, fry that ****er!" - nuclear1

 

Offline an0n

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Add the thruster colour-maps as the transparency maps and it comes out quite nice. Then stick a size 1 Video-Post glow on 'em.

Like on this WIP piece of ****

Ignore everything 'cept the thrusters on the closest Medusa.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline Redfang

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Whoa Darkage! That's amazing! :eek2:
 
(So is your Mjolnir, mikhael. :p)

 

Offline Darkage

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Like i said it was a Alpha preview. I havent started on the thursters yet.

I just randomly placed the ships in that pic. I'll do stuff with the thrusters later.
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Offline Darkage

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Quote
Originally posted by an0n
Add the thruster colour-maps as the transparency maps and it comes out quite nice. Then stick a size 1 Video-Post glow on 'em.

Like on this WIP piece of ****

Ignore everything 'cept the thrusters on the closest Medusa.



I know this already;)

And i use a animated sequence for the Thrusters. In this animation, just as in my RBC anim.
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Offline mikhael

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Quote
Originally posted by venom2506

hmm, I wanna see you place dirt in the corner of a panel, along with markings half eaten by rust, etc etc ;)
oh yes, it's possible, but... it's just stupid ;)
Really, I've heard UVmapping in LW was really easy, so why not just give it a try?


You're better off using a smart procedural for rust and dust, if you can afford the shaders, Venom. You get an effect that more closely matches your model because its based on the real geometry, and not some arbitrary texture.

Seriously,  I know what you're saying, but I just can't draw a texture to save my life. I figured out how to generate a UV template the other day, so I can actually put in the maps, but that's about it. UV==easy. Textures for maps==HARD.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline an0n

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Quote
Originally posted by Darkage
I know this already;)

And i use a animated sequence for the Thrusters. In this animation, just as in my RBC anim.
So what, you converted the ANI's to AVI's instead of JPG's?

Still, colour and transparency maps should be the same.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline Darkage

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Quote
Originally posted by an0n
So what, you converted the ANI's to AVI's instead of JPG's?

Still, colour and transparency maps should be the same.



There still all seperate picture files but put on a single plaine.

I use the sequenced pcx files also on the transparency layer, but now the sequence files are inverted otherwise it looks bad.

for stills i use a single frame on the transpery layer non inverterd.
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