Author Topic: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber  (Read 15625 times)

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Offline IPAndrews

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
That picture really is a thing of beauty. Is that an in-game Death Star in the background?
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
No, unfortunately it isn't an in game death star.  It'd be nice though eh?  And thank you, I'm rather proud of it myself.

As for the chin guns, I believe you're right, they are too big.  I'll attempt to scale them down, but with as much work done on the model and textures we'll see how far that gets us... hehe

Even if it's not fixable, these things'll be zooming around so fast you'll never notice anyways.
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Offline Alan Bolte

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Most people won't notice. Every time my lasers miss and the idiot TIE rams me head-to-head, the last thing I'll think about before we both blow up is that it doesn't look quite right.  :shaking:
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Little bit of editing on the colour balance of the textures:





Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline Galemp

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
These are incredible...

...and I have to get my hands on the Max files. We need the Advanced x1, the Avenger, the Defender, the Vanguard, the Droid, the Scimitar, and the Phantom...
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Offline chief1983

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Those do look great.  I love that I can open up the TIE/ln in Paint.NET and kill the saturation to see what the T.I.E. will look like too :)
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
These are incredible...

...and I have to get my hands on the Max files. We need the Advanced x1, the Avenger, the Defender, the Vanguard, the Droid, the Scimitar, and the Phantom...

For now I shall be keeping them to myself, I don't want them falling into the wrong hands and someone tries to make a Defender...

hehe

Either way, I'll be doing up the droid, and the 2 advanceds soon probably.
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline jr2

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
You have two hard disks?  You backup?  Good boy.  :nod:

 

Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Freedrive :)
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

  

Offline maje

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Question:  Are you creating normal maps through PS3 by converting bump maps, or are you building a high resolution reference model?

If the latter, can you explain how you're doing the modeling?  I've tried using Nvidia's Melody to do something simple; create a normal map for a cargo box that's carried by the GR-75, by referencing a high res version.  The problem that I keep running into is that the UV coordinates keep getting messed up, despite having attempted several different ways of approaching the modeling.  (basically, the only way to not destroy the established UVs from the low res model is to use Tesselate and MeshSmooth in Max, whereas doing Extrudes and Insets will ruin the UV layouts.
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
I'm doing them by hand in photoshop as bump maps, so unfortunately I can't help ya.  I tried experimenting with creating a high poly mesh and mapping it onto a lower poly one, but couldn't seem to get any luck with max, that projection modifier is weird, so I'm doing it by hand.  Faster that way too I've found.
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline Killer Whale

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Can i get those models? I'm wondering how many i can take down in an erinyes.

 
Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
wait another year or two for the release. Projects aren't allowed to release stuff until the whole project is finished. it's an unwritten rule.
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
The models will not be released until the mod is.  And even then, I'm going to ask people to please seek my permission to use them.  I know I can't stop them once the mod is out, but it's common courtesy
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline chief1983

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Yup, in fact, I hope to draw up some sort of licensing for all our material we've created before it's released so people know ahead of time what permission they have.  As for anyone who receives testing material ahead of release, it should go without saying that it is not intended for any further distribution.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Stormkeeper

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Stamp your name in really, really fine print on the underside of all your models you use in game, and remove them only if they ask you for permission.  :lol:
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Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
I was thinking more along the lines of slapping my name on each model in GIGANTIC freakin letters instead.  Then nobody'll want to pirate them.
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
I accidentally tripped and fell on my mouse and a TIE cockpit appeared in my models... =P

Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 
Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Lol, good.
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Offline Vasudan Admiral

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Can't really see it sorry - in that pic it looks a bit more like you tripped, fell and smashed the cockpit glass a bit. ;)
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