Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
nice one wombat- that unit deserves some mightier physicks to transport the feeling of beeing speeded up by such massive engines& boosters. Wish we had a way to take one unit in view and hand it over to some cinematic physicksengine, that calculates its movement moar carefully, just imagine this baby roaring through the sky, gathering speed, and needing time to stop.
Re: Random WIP
thx <3
i was wondering about similar animation to thunder (t1 arm bomber from ba) and playing with acceleration, but im newb at these things so im just wondering.
i was wondering about similar animation to thunder (t1 arm bomber from ba) and playing with acceleration, but im newb at these things so im just wondering.
Re: Random WIP
Yes, vtol at the start, than switching to a flight with heavy load, yes, that would fit, i remember when we played ta in lan, back those days, those arm bombers on "T" were always the eyecandy to catch the sceptics.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Random WIP
Looks great wombat. But that little patch of camo doesn't fit in with the rest, since there isn't camo any where else.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Random WIP
Agreed!bobthedinosaur wrote:Looks great wombat. But that little patch of camo doesn't fit in with the rest, since there isn't camo any where else.
Re: Random WIP
Also the vent textures are distorted. If I were you I'd make that area a flat polygon instead of 2 non-flat triangles.
Re: Random WIP
yes, after looking at this gunship few days later i have to admit that this camo at front looks bit unfinished, could use some more work (there is some extra camo in back wings btw, hard to see from this angle)
didnt notice these vents tbh, from different angles they look ok
thx for pointing out issues
didnt notice these vents tbh, from different angles they look ok

thx for pointing out issues

Re: Random WIP

This UVmap was a nightmare.
The texture could have more work (its nothing but shading, repeating texture and teamcolor atm). But after spending so much time just making the uvmap im leaving it like this for a while.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Random WIP
Looks really nice!Saktoth wrote:
This UVmap was a nightmare.
The texture could have more work (its nothing but shading, repeating texture and teamcolor atm). But after spending so much time just making the uvmap im leaving it like this for a while.
However I must complain that they look very much alike. And from the last play of CA, the shipyard looks, though good, but like a boat also!
Re: Random WIP
me thinks it looks bit overkilled with smooth, but i might be wrong, looks awesome, best ship
Re: Random WIP
If you mean the smoothing groups, then yeah, i didnt bother doing anything with smoothing groups because the damn thing has been such a pain, i might change that later down the line. If you mean smooth function, of course not. Almost all of Cremuss's geometry is intact (I was tempted to shorten the damn thing but decided not to).
The texture is just autogenerated using ambient occlusion and then taking the normal map and making everything facing up brighter and facing down darker, using GPU meshmapper.
The texture is just autogenerated using ambient occlusion and then taking the normal map and making everything facing up brighter and facing down darker, using GPU meshmapper.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP
Sak, pull it into upspring.
Select all objects
Recalculate normals
Recalculate normals 3do style > all objects
45
It will instantly look 100x better.
Select all objects
Recalculate normals
Recalculate normals 3do style > all objects
45
It will instantly look 100x better.
Re: Random WIP
yes i meant smoothing groups, and +1 what forbs said
Re: Random WIP
somehow very niceEatMyShrapnel wrote:My WIP :
Re: Random WIP
I somehow expect the camera to get all shacky and grey, and all of the sudden there are those guys with flamethrowers, and its still 45.jeykey wrote:somehow very niceEatMyShrapnel wrote:My WIP :
Me wants a WIP-Screeny of the ships after the FORB-Normaltreatment.
Re: Random WIP
Forboding Angel wrote:Sak, pull it into upspring.
Select all objects
Recalculate normals
Recalculate normals 3do style > all objects
45
It will instantly look 100x better.

Yep, that sure looks um.
Identical.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP
Basically... you did it wrong O_o After doing that did you resize the model? Cause if so, that will fork up the smoothing groups all over again. If you can't get it to work, post up the s3o and I'll do it for you.Saktoth wrote:Forboding Angel wrote:Sak, pull it into upspring.
Select all objects
Recalculate normals
Recalculate normals 3do style > all objects
45
It will instantly look 100x better.
Yep, that sure looks um.
Identical.
Re: Random WIP
Recalculating normals destroys normals (and thus by extension, smoothing groups) set by the modeller. That's the whole point. Of course it will "fork up the smoothing groups". I would try a lower hard edge threshold angle, perhaps 20?Forboding Angel wrote:Basically... you did it wrong O_o After doing that did you resize the model? Cause if so, that will fork up the smoothing groups all over again.