Author Topic: Keeping modelers/texturerers/animators/renderers in buisness.  (Read 3112 times)

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Offline Flipside

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Keeping modelers/texturerers/animators/renderers in buisness.
That Shivan is terrible compared to Nico's one.

Those textures are done in Lightwave, I can almost promise, and then surface baked, bump maps, shine maps, light maps and all into a single map ;)

Flipside :D

 

Offline Nico

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Keeping modelers/texturerers/animators/renderers in buisness.
I'm not gonna touch that until I get a legit Max license, to be honest...

And yeah, I think my shivan is much better :p
SCREW CANON!

 

Offline aldo_14

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Keeping modelers/texturerers/animators/renderers in buisness.
Quote
Originally posted by Nico
I'm not gonna touch that until I get a legit Max license, to be honest...

And yeah, I think my shivan is much better :p


Heh :)  Hence the reason you will not see any of my stuff up there either................. just hope nobody tries to play smartarse with the better ships from my more recent modeldump.

 

Offline Krackers87

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Keeping modelers/texturerers/animators/renderers in buisness.
we should start fundraisers to buy some of those ships as a community.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 
I'd lovesome of those TS models
BUt besides the $ I can't use them!!! And finding someone to optimize one model is lie pulling teeth! ;)
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
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Offline Nico

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Keeping modelers/texturerers/animators/renderers in buisness.
Quote
Originally posted by Krackers87
we should start fundraisers to buy some of those ships as a community.


I can do my own ships, there's no way in hell I'd pay to have a ship from someone else.
SCREW CANON!

 

Offline mikhael

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Keeping modelers/texturerers/animators/renderers in buisness.
Quote
Originally posted by Flipside
That Shivan is terrible compared to Nico's one.

Those textures are done in Lightwave, I can almost promise, and then surface baked, bump maps, shine maps, light maps and all into a single map ;)

Flipside :D


Venom's is much better.

That shivan might have been done by a Lightwaver and surface baked, but that's not a failing of Lightwave. That's a failing of the texturer. I probably could have done a better job of that in Lightwave and I absolutely suck at texturing.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline aldo_14

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Keeping modelers/texturerers/animators/renderers in buisness.
Quote
Originally posted by Krackers87
we should start fundraisers to buy some of those ships as a community.


Why?

 

Offline Flipside

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Keeping modelers/texturerers/animators/renderers in buisness.
To be honest we could do better.!
Those dropships are a perfect example of what you CAN do with Surface Baker with a bit of work ;)

Flipside :D

 

Offline aldo_14

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Keeping modelers/texturerers/animators/renderers in buisness.
What exactly is Surface Baker?  I presume this is some sort of Lightwave thing, cos that dropships is 3ds IIRC.

 

Offline Flipside

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Keeping modelers/texturerers/animators/renderers in buisness.
Well, what Surface Baker does is effectively render your object onto the UV Map, or a different UV map if you define one. It means you will get all the bumpmaps/lighting effects from the scene on the texture. It means you spend a little longer bump-mapping your textures, but hey, if it's ever implemented.... I'm ready ;) LOL

So yes, theoretically, this model could have been made in 3DS, textured using photoshop or the like and then Baked onto it's UV's for the finished version.

 

Offline Nico

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Keeping modelers/texturerers/animators/renderers in buisness.
well yeah, there's the same in Max. to sum up, you can map it the way you want, give bump maps, regular diffuse maps, specular maps, even use procedurals, reflection maps, etc. to make it really how you want, put lights around the mesh and set them up to have the shadows and reflections on the mesh exactly how you want them. Then you run your mesh through the render to map tool, and hop! it'll make a single map out of EVERYTHING, shadows etc included, along with the propper UV mapping, of course. But if you want, you can have a couple chanels for each stuff, it'll make one bump map, etc, gathering the infos of all the materials used on the mesh. That's one fine tool if you ask me :)
SCREW CANON!

 

Offline Flipside

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Keeping modelers/texturerers/animators/renderers in buisness.
LOL Well, I stand corrected then, if he started in Max, that's more than likely he finished in it :)

Yep, SB is as flexible when I can be bothered to do all the Specular/Illumination stuff. Even pretty tacky textures can be made to look incredible with it ;)