MidKnight's Models! (new:I am back at it!) - Page 4

MidKnight's Models! (new:I am back at it!)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

What should I work on next?

Core t2 walker?
5
14%
Core t3 mech?
7
19%
Core heavy gunship?
4
11%
Arm heavy gunship?
1
3%
Arm fighter?
4
11%
My own mod?
16
43%
 
Total votes: 37

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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

by face rendering, i mean that spring it acting as if my mesh is 1 face thick

like if you make a sphere and delete one of its faces and look through it, the bascks of the rest of the faces wont be visible, thats normal ofc, s3o doesnt render 2 sided faces, but with my model, all meshes that aren't buried inside another mesh are closed, yet still it misrenders.

IE ingame it shows only the faces behind the faces you're looking at for a few shapes...


confusing, I know, I'll post a pic eventually :P


also: this is my 1st model with a semi-decent reflection/glowmap. Expect preshading once its fully working ingame :wink:

along with a real texture :P
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rattle
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Re: MidKnight's Models! (new: HLT (textured!))

Post by rattle »

you probably inverted a few normals
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

how do I un-invert them? I've already tried "Recalculate Vertex Normals" to no avail. :(
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rattle
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Re: MidKnight's Models! (new: HLT (textured!))

Post by rattle »

by inverting again

turn "Cull faces" on in upspring (RMB on the viewport descriptor, i.e. 3D) to find them
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

Thank you so much, rattle! :o It works! :-)

Image

Now all I need to do is hack up some COB for it and make a *real* texture for it :mrgreen:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: MidKnight's Models! (new: HLT (textured!))

Post by smoth »

The term for that(when it doesn't show the back of a poly) is that it has no backfaces.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: MidKnight's Models! (new: HLT (textured!))

Post by Sheekel »

Wasnt too impressed by the texture but hey they dont look half bad ingame
daan 79

Re: MidKnight's Models! (new: HLT (textured!))

Post by daan 79 »

nice model but can you make it bigger
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

smoth wrote:The term for that(when it doesn't show the back of a poly) is that it has no backfaces.
Yay for learning! :P
daan 79 wrote:nice model but can you make it bigger
I could make it the size of a krogoth if i wanted too >_>
but it needs to be on par with the arm hlt
Sheekel wrote:Wasnt too impressed by the texture but hey they dont look half bad ingame
The version that's in CA right now features my first-ever texture with GREEBLES! :mrgreen:
I'll see if I can get a screenshot...

EDIT:
Image
Attachments
HLT.tar.bz2
HLT source (tar.bz2'd for smaller size)
(8.63 MiB) Downloaded 14 times
Last edited by MidKnight on 22 Feb 2009, 21:37, edited 1 time in total.
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smoth
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Re: MidKnight's Models! (new: HLT (textured!))

Post by smoth »

smoth wrote: you also have 0 preshading.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

I thought I had preshading...

if only I knew what preshading was... :P

Here's my tex2:
Image


Although hoi recently told me that you said that tex2 is achieved by disabling blue channel on tex1 and changing values :?
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Hoi
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Joined: 13 May 2008, 16:51

Re: MidKnight's Models! (new: HLT (textured!))

Post by Hoi »

Although hoi recently told me that you said that tex2 is achieved by disabling blue channel on tex1 and changing values :?
well actually smoth told me that you should make a texture 2 by using texture 1's green channel, don't know about the glow (red), but I assume it's the same.

smoth, could you explain it to midknight?
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smoth
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Re: MidKnight's Models! (new: HLT (textured!))

Post by smoth »

I said
# take texture 1 copy it
# select the green channel.
# paint black where you want no reflection.
# select the red channel, be sure to hide the green channel.
# paint anything you don't want to glow red.

- blue channel I usually paste a copy of the green channel in it for lulz.

Glow and Specular/reflective are not preshading.

Preshading means going with the assumption that there is a low level default lighting source to fake textural depth. Otherwise you get flat looking textures.

Example of preshading:
http://smoth.net/foram/download/file.ph ... &mode=view
Note how the magella sides have shadow on the bottom that is not done via in-engine shading or in-engine shadows.
http://smoth.net/foram/download/file.ph ... &mode=view
Or this gm which also uses preshading and in the shot is actually full bright with no shadows, see how the shield sides have shading.
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rattle
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Re: MidKnight's Models! (new: HLT (textured!))

Post by rattle »

If you keep a good number of masks which you can make selection masks from, or substract from others (like highly specular bits), then this becomes a rather simple process (tex2).
CombatTrike.rar
(959.89 KiB) Downloaded 20 times
You can use that as an example

The preshading isn't exactly good but it's there...
Saktoth
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Re: MidKnight's Models! (new: HLT (textured!))

Post by Saktoth »

Preshading goes in tex1, not tex2 (generally).
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Re: MidKnight's Models! (new: HLT (textured!))

Post by SwiftSpear »

Saktoth wrote:Preshading goes in tex1, not tex2 (generally).
The exception being that, if you have an area where less light is hitting (due to it being a textured on inset or something) it will probably reflect alot less as well, and it certainly may glow less too.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: HLT (textured!))

Post by MidKnight »

@rattle: nice texture! Not only did it teach me about preshading, it also gave me some knowledge on how to pack details into small textures. :mrgreen:

I also had previously thought preshading was all tex2 lol






-----------------------------------------------------------------------------------------

being the evil monster I am, I disregarded the results from the poll and made a core light gunship model! MWAHAHAHA! :P
the actual reason why i did a light gunship was because A: I think i need more experience before tackling bigger units, B: I had really good concept sketches for this guy, and C: sudden inspiration ;P

Although i do concept sketches for all my models, I made this one with the sketch actually in my lap (as opposed to in another room/building/state :P ), and I think it made quite a difference.


Without further ado: The Rapier mark II: possibly the Raven!
Image
Render!
Image
Top-down wireframe view


not UVmapped yet...

what do you think?

PS:appended HLT source to previous post :-)
Attachments
rapier.zip
Rapier source
(44.9 KiB) Downloaded 13 times
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Pressure Line
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Re: MidKnight's Models! (new: Rapier (or Raven :/))

Post by Pressure Line »

1) the fan blades are not evenly spaced
2) how the hell would that fly? with the fan at the back like that, the only thing i can see it doing is a (fairly comical) flip, using the front of the craft as a pivot.

The design looks similar (in concept at least) to the Combine gunship from HL2. Valve got away with such an improbably machine by making it look AWSEOME. no offence intended ofc, but yours seems to be somewhat lacking in that department.

Image
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smoth
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Re: MidKnight's Models! (new: Rapier (or Raven :/))

Post by smoth »

that is a professional model!?!? HA HA HA
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: MidKnight's Models! (new: Rapier (or Raven :/))

Post by Jazcash »

Pressure Line wrote:Valve got away with such an improbably machine

Image
It has tiny wings that is uses to keep front end up. OBVIOUSLY.
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