Author Topic: Specter of Space  (Read 6803 times)

DaBrain

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Specter of Space
« Reply #15 on: November 07, 2005, 06:35:40 PM »
Intersting... looks like a challange. ;)

I hope I'm not going destroy all your work you've put into the model with my bad texturez. :p

I think I could do that with a good UV map.

Now that there is still a chance.... how about an interior part of the model?

I think new HTL models should have 'real' windows. Plus I'd like to play around with alpha blend textures. :nervous:
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Axem

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Specter of Space
« Reply #16 on: November 07, 2005, 06:52:04 PM »
Well I think you'd do a better job than blanketing the ship with tiles. ;)

But I don't know about those windows. Bob's Deimos has windows like that, and I could never really tell they that were alpha blended.

DaBrain

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Specter of Space
« Reply #17 on: November 07, 2005, 07:49:00 PM »
Are you sure? I didn't notice you were able to look into Bob's Deimos.


The windows need their own map.
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Axem

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« Reply #18 on: November 08, 2005, 01:25:47 AM »
Well if you wish to give it a try, I guess I could try to help out with that. Though I'd say let me make a test model for it and we'll see how it looks.

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« Reply #19 on: November 08, 2005, 02:20:19 AM »
[colour=burlywood]Don't you think that's overdoing it? The ship's around 180m long - those windows will be very, very small relative to the rest of the model. The big glowy bits are way too big to be true windows.[/colour]
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DaBrain

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« Reply #20 on: November 08, 2005, 05:41:44 AM »
I somehow think this is the next level. We shoudl refit all HTL models with real windows.

I think that's no problem. Well, the converting is, but the modelling is easy.

Those 'fake' windows are just cheap. The engine is too advanced  to use 'white squares'.
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Black Wolf

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« Reply #21 on: November 08, 2005, 10:26:02 AM »
[colour=burlywood]Well, personally I think that's going pretty far overboard. Cockpits are one thing - an FS cockpit takes up a serious chunk of the model. Modelling in each and every window on a capship.... that's a whole different kettle of fish.[/colour]
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DaBrain

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Specter of Space
« Reply #22 on: November 08, 2005, 03:15:07 PM »
It's a lot easier.

Just use a big box for a ine of windows. The map will be enough to simulate the interior.
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Specter of Space
« Reply #23 on: November 09, 2005, 02:31:19 AM »
Hmmm, I'm gonna model out the command deck for the Aeolus soon.:drevil:
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Axem

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« Reply #24 on: November 09, 2005, 03:30:13 AM »
I was just thinking of copy the face that would be the windows, and recess the original face where the texture would be applied too. Example pic below. Adds like around 20-30 polys per window section.

DaBrain

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« Reply #25 on: November 09, 2005, 05:32:14 AM »
I think that should work very well. :)
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Specter of Space
« Reply #26 on: November 09, 2005, 10:30:18 AM »
Very nice work Axem. Looks great. :)

As for windows, I'll be doing some testing to see if I can get the effect to work well before I even think about using it on future jobs, because I could just barely see the effect on Bobs Deimos.

(That and if I do decide to, it means doing it to my previously released ships, and I'm not hugely keen on that :\ )