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stuff (warning: picture-heavy)

RubberEagleRubberEagle What's a rubber eagle used for, anyway?
I wanted to show a bit of what i'm currently doing to my Viper-model and went looking for a thread to dump it into, but there's no recent thread by me...

So I decided to show a bit of the things i've been doing recently:
(starfields suck, not really good at doing them)

[URL="http://members.inode.at/clemens.gritsch/stuff/sov_test6_1600.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/sov_test6_thumb.jpg[/IMG][/URL]

[URL="http://members.inode.at/clemens.gritsch/stuff/sov_test9_1600.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/sov_test9_thumb.jpg[/IMG][/URL]

[URL="http://members.inode.at/clemens.gritsch/stuff/sov_test10_1600.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/sov_test10_thumb.jpg[/IMG][/URL]

[URL="http://members.inode.at/clemens.gritsch/stuff/atlantis_001e_1600.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/atlantis_001e_thumb.jpg[/IMG][/URL]

[URL="http://members.inode.at/clemens.gritsch/stuff/daedalus_003b_1600.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/daedalus_003b_thumb.jpg[/IMG][/URL]

and finally, what i actually wanted to post:
[IMG]http://members.inode.at/clemens.gritsch/viper/viper2_wip_88b.jpg[/IMG]

Comments

  • David of MacDavid of Mac Elite Ranger Ca
    I really like the Ent-E ones. I've always had the devil's own time trying to light Trek ships, but you got it down. The first one looks like a photo of a model, and the other two look really good, as well ("Nemesis," right? That one had Trek's best CGI to date). The Daedalus shot is good, too. The Atlantis shot is pretty bland (it doesn't help that the model's untextured).

    The Mark II is really good, but I think it needs something on the wing, near the front of the base. Some weathering or panel lines or something. It just looks kind of blank now, and it sucks my eye right to it.
  • Falcon1Falcon1 Elite Ranger
    All look nice! Agree with what David said. With the Viper I feel it needs some more lighting, looks a bit too dark to me.
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    Thanks :)

    I'm pretty proud of the Ent-E renders. It helps if the model is great ;)
    (btw, except for the first pic, no photoshop was used (except for the credits and resizing) to do any post)

    The Atlantis pic came to be when i saw some cool atlantis renders at scifi-meshes and got that "i wanna do that too!"-feeling. Unfortunately i could only find this untextured-model. I hoped making a night-render would hide most of the bland-ness, but it didn't help that i switched renderer near the end, and the new one renders brighter than the standard scanline renderer.

    The un-weatherdness of the Viper-wing is due to bad specular settings. That's the part i'm currently experimenting with. I've rendered it with another setting on the wing, and it looks entirely different. (Will upload it as soon as i get home). I sometimes think i should re-texture the whole ship (As it was originally intended as a model for freelancer, the textures are all rather low-res), but I'm really proud of some of the textures on it, and at least now i can blame it not beeing photorealistic on the texturesize ;)


    Edit: took a bit longer, but here:
    [IMG]http://members.inode.at/clemens.gritsch/stuff/viper2_wip_88c.jpg[/IMG]
  • StingrayStingray Elite Ranger
    Awesome renders!! Me likes it. :D
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    How many polys on that Daedalus? :)
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    The Daedalus has roughly 460k polys.

    Something else i'm playing around with:
    [URL="http://members.inode.at/clemens.gritsch/stuff/b5_test2c_1024.jpg"][IMG]http://members.inode.at/clemens.gritsch/stuff/b5_test2c_thumb.jpg[/IMG][/URL]

    currently just the station, but i'm hoping to add a bit of other stuff too ;)
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    Hm, any chance you could knock together a real low-poly untextured Warlock Destroyer. Say about 2-5k? :)
    I need an extra model for a game I'm working on, if you build it ofcourse any credits you wish :)
  • Space GhostSpace Ghost Elite Ranger
    The B5 and Viper are amazing! Great job!
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    [QUOTE=HuntSmacker;161365]Hm, any chance you could knock together a real low-poly untextured Warlock Destroyer. Say about 2-5k? :)
    I need an extra model for a game I'm working on, if you build it ofcourse any credits you wish :)[/QUOTE]

    what kind of details would you want in it? (guns, modelled missile launchers and escape pod hatches, antenae, fighter bays)

    update:
    [IMG]http://members.inode.at/clemens.gritsch/warlock.jpg[/IMG]

    update 2:
    [IMG]http://members.inode.at/clemens.gritsch/warlock2.jpg[/IMG]
    [IMG]http://members.inode.at/clemens.gritsch/warlock_wf.jpg[/IMG]
    kinda reminds me a bit of the empire state building...
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    and a bit more (attached)
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    Looks perfect for my needs Eagle, I don't need any extras other than a fighterbay hole :) Really greatful! What formats can you export to?
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    I can export to .3ds, .DXF, .OBJ, .X and a few others (more exotic).
    For what kind of game do you need it? I'm asking, because there's a few details that take up quite a few polygons (the missile-pods for example), but can be easily done with textures if you never get too close to them...
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    I don't need detailed components (no turrets, missile pods or antenna) because I'll be adding those myself. They will be automatically generated by the engine and attached with ingame coding, as seperate entities. It's for a mod I'm working on using the Descent 3 engine (1999) so it can't really handle objects with too many polgyons. I have used similar amounts before so what you've got already can work fine. There are some issues with converting to the Oof formats, so please export the model to as many formats as you can - My e-mail address is hunter (at) sectorgame.com - It will be a few weeks before I build the mission itself, once I do, I'll let you know and you can see it in action. :) :)
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    allright, only a few things missing now (pics in a minute).
    but currently, mostly unoptimized, 4178 faces according to the rendering window (but i'm not sure if it counts triangles or polygons with more vertices)
    Edit: Yep, those are triangles. And here are a few images:
    [IMG]http://members.inode.at/clemens.gritsch/warlock_11.jpg[/IMG]
    [IMG]http://members.inode.at/clemens.gritsch/warlock_12.jpg[/IMG]
    [IMG]http://members.inode.at/clemens.gritsch/warlock_13.jpg[/IMG]

    Edit2: How would you like the engines?
    Like they are, or:
    [IMG]http://members.inode.at/clemens.gritsch/eng.jpg[/IMG]
    2 is basically 1 with a square (2 triangles) shoved somewhere before the end, while 3 is fully modeled. (there's a limit to how wide the inner-radius is with 2)
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    The lowest poly ones please ;) I don't know if you can go much further than you've already got. How many subobjects are there? It needs to be fairly smooth otherwise it will max-out. It's not necessarily the polycount that's the issue, it's how many breaks in the object there are. It needs to be fairly low, even if you go over the recommended poly limit.
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    so, it needs solid objects? The above polycount is with only a few faces deleted, so it's no problem to add those back, and the polycount still shouldn't get much higher. It's currently about 185 Objects, but that's every single small box that you see as a separate object, so if the object count needs to be smaller, i can easily join quite a few of them into logical groups (the big antenna thingie consists i think of 10-15 objects that could be merged into one, or the details on the mid-section, etc...)
  • HuntSmackerHuntSmacker Firstones Ambassador to Starcraftia
    Yeah, it needs to be less than 100 objects but you don't have to alter it. I can easily change it when opening it up with the game editor. The reason it needs to be that way is because the tool used for applying special attach points, gun ports and antenna lights crashes when there is more than 100 sub-objects.
  • RubberEagleRubberEagle What's a rubber eagle used for, anyway?
    Ok, I've "solidified" everything, as far as i can tell there should be no objects with any open edges.

    [IMG]http://members.inode.at/clemens.gritsch/warlock_16.jpg[/IMG]

    this is now 4308 triangles. (interestingly, without the missile-pods, it's 2604. there's obviously a few things there that could be deleted to lower the polycount.)

    I'm now gonna start exporting, and checking if everything exports ok..
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