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Re: Random WIP

Posted: 11 Jul 2010, 16:39
by PicassoCT
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

Posted: 11 Jul 2010, 17:28
by Wombat
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.

Re: Random WIP

Posted: 11 Jul 2010, 17:41
by PicassoCT
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.

Re: Random WIP

Posted: 11 Jul 2010, 18:38
by bobthedinosaur
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

Posted: 12 Jul 2010, 07:59
by Pressure Line
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.
Agreed!

Re: Random WIP

Posted: 12 Jul 2010, 11:03
by Hoi
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

Posted: 12 Jul 2010, 19:12
by Wombat
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 :x

thx for pointing out issues :P

Re: Random WIP

Posted: 13 Jul 2010, 13:30
by Saktoth
Image
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.

Re: Random WIP

Posted: 13 Jul 2010, 13:33
by EatMyShrapnel
My WIP :
Image

Re: Random WIP

Posted: 13 Jul 2010, 13:54
by SirArtturi
Saktoth wrote:Image
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.
Looks really nice!

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

Posted: 13 Jul 2010, 16:29
by Wombat
me thinks it looks bit overkilled with smooth, but i might be wrong, looks awesome, best ship

Re: Random WIP

Posted: 13 Jul 2010, 16:37
by Saktoth
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.

Re: Random WIP

Posted: 13 Jul 2010, 17:13
by Forboding Angel
Sak, pull it into upspring.

Select all objects

Recalculate normals

Recalculate normals 3do style > all objects

45

It will instantly look 100x better.

Re: Random WIP

Posted: 13 Jul 2010, 17:35
by Wombat
yes i meant smoothing groups, and +1 what forbs said

Re: Random WIP

Posted: 13 Jul 2010, 18:20
by jeykey
EatMyShrapnel wrote:My WIP :
Image
somehow very nice

Re: Random WIP

Posted: 13 Jul 2010, 18:35
by PicassoCT
jeykey wrote:
EatMyShrapnel wrote:My WIP :
Image
somehow very nice
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.

Me wants a WIP-Screeny of the ships after the FORB-Normaltreatment.

Re: Random WIP

Posted: 13 Jul 2010, 18:37
by Saktoth
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.
Image
Yep, that sure looks um.

Identical.

Re: Random WIP

Posted: 13 Jul 2010, 19:41
by EatMyShrapnel
another one
Image

Re: Random WIP

Posted: 13 Jul 2010, 20:22
by Forboding Angel
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.
Image
Yep, that sure looks um.

Identical.
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.

Re: Random WIP

Posted: 13 Jul 2010, 20:27
by Peet
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.
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?