Lowpoly Stingray

Discussion in 'Art' started by f1r3w4rr10r, Nov 11, 2010.

  1. MOOtant

    MOOtant Member

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    Eternal silence has parallax shader. I don't know if/where they use it.
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    so after a little break im gonna continue my work on the model today or tomorrow

    and to make things clear once and for all:
    i offered to make a new model
    i never said anything about texuring it
    i might have a look at it when im done with the model
    but please dont push me into this beacause this would more likely get me to not to do it
     
  3. MOOtant

    MOOtant Member

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    Sure, you're probably learning how to model too (we see it) so there's not a lot of expectations.
     
  4. blizzerd

    blizzerd Member

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    yup, no expectations here
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    QUESTION!!!!

    i have to know this: how do you need the moving parts?
    as a seperate model?
     
  6. MOOtant

    MOOtant Member

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    Moving parts should be animated using skeletal animation. if there's separate movable turret/cannon then it should be exported as separate model.
     
  7. Chris0132'

    Chris0132' Developer

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    Animating for source is horrible because you have to add animations to the already godawful compile tools.

    Empires uses separate models for its turrets but yeah, stuff like the propellers would probably have to be animated properly. I don't know how though, I assume you would make an animation of it moving across the full range of motion and the game will simply pick the correct frame with some clever code, but I don't know how you export individual animations.

    Basically you're probably better off finding an animator to do it, or mootant can code in support for separate fan models and rotate them codeside or something if he's feeling generous.
     
  8. Ikalx

    Ikalx Member

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    Nothing to add here except...awesome work firewarrior ^^
     
  9. Kylegar

    Kylegar Specstax Rule

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    There is a process in max/maya that allows you to make a bump map for a much less detailed model using a much more detailed model...doing the calculations for you. I don't know what it is called or how you do it, I just know it's there :P
     
  10. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    hmm i use 3ds max ^^
    i could download the study version of maya but i think its too complicated to convert the model for just this bumpmap
    i mean i know how it basically works (alpha channel on textures and how its used then (studying computervisualistics and reading this pdf about it))
    my only prob is just as simple as that: how do i get the tex on the model ^^

    //i have to say i like POM more and more. ive only seen this realy bad implemented one on Metro 2033 (which wasnt even anti aliased)
    but now ive seen it on two worlds 2 and...MAN THOSE DETAILS!!!
    so yeah IF i make a texture i will use POM
    (actually i took the final decision when seeing POM in action on the BE jeep and it looks quite neat in source)
     
    Last edited: Nov 23, 2010
  11. Mkvenner

    Mkvenner Member

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    http://www.youtube.com/watch?v=bMDaCDM6l_4

    this helped me if you can get around the annoying voice and vagueness of what he says (zoom in)
     
  12. Chris0132'

    Chris0132' Developer

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    Max does that, it's called projection.

    Fiddly to set up, but you don't actually need to texture, you can autounwrap the UVs and then just render it, and it bakes normals for you. Although that would probably be best left to the texturer because they will need to redo (and properly unwrap it) it if they want to add a diffuse texture.
     
  13. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    STATUS REPORT!!!

    so thats the progress for today:
    [​IMG]

    removed details on the wings and united them (green)
    united and tweaked the tail (red)
    and i removed the materials because they caused me some issues sometimes ;P

    im still not sure about the tail if it wont influence the physics negatively

    and by the way: if someone is interested in texturing it i'd like to know
    because i need to do some tweaking and i could possibly remove some details in case of POM
     
  14. Sprayer2708

    Sprayer2708 Member

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    can't the thing about the physics be customized? like all the mass concentrated to a point in the middle and coupled to the model?
     
  15. Trickster

    Trickster Retired Developer

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    To my knowledge, something along those lines "could" be done. So I wouldn't worry too much.
     
  16. Chris0132'

    Chris0132' Developer

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    I think it just uses the 0 0 0 world coordinate of whatever you built it in as the centre of mass.

    Certainly the centre of mass can be moved around, many models have it off centre.
     
  17. blizzerd

    blizzerd Member

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    i suggest placing it between the wings
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    today i replaced the backdoors and started unifying the cockpit

    now at exactly 8095 tris
     
  19. Chris0132'

    Chris0132' Developer

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    That's a good number, nice work.
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    and im still not done yet
    the whole thing is still hollow
    so i think i might readd some details later
     

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