project-navigation
Personal tools

Author Topic: Modeling  (Read 38927 times)

Alex

  • Guest
Modeling
« Reply #60 on: April 19, 2007, 07:34:38 pm »
nice work sitters :)

Offline Voller

  • Squad Leader
  • ****
  • Posts: 104
    • View Profile
Modeling
« Reply #61 on: April 19, 2007, 07:55:19 pm »
You have some serious skill sitters! Thumbs up!

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Modeling
« Reply #62 on: April 19, 2007, 08:38:01 pm »
sitters, you are a genius :-D

thanks for this amazing work

Surrealistik

  • Guest
Modeling
« Reply #63 on: April 19, 2007, 09:03:36 pm »
I concur with the above. You definitely have talent.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Modeling
« Reply #64 on: April 19, 2007, 09:04:13 pm »
Quote from: "sitters"
Ok Here the helicopter.




Excellent model, sitters! That'll come in useful.

Regards,
Winter

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Modeling
« Reply #65 on: April 21, 2007, 09:36:01 am »
Thanks everybody. :)

 
I am working on an other airplane, maybe a nice one for the collection.




How is it with the stuff like generators, lights, airplane baraks and more of that stuff for the army in the field.

I think, big stuff like camouflage barak's is better to split this up in more models, otherwise the skin is going to low res.

Regards
Willem

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Modeling
« Reply #66 on: April 21, 2007, 10:57:36 am »
the baraks are better made in the mapeditor - to let the clipping work (bouncing, line of sight and so on) -  but small things like generators or transparent camouflage ceilings are definitly needed

with the new arircraft model - keep in mind, that the rotors are too high for the first level - they must be an own model - otherwise we are not able to switch some of them on or off when we are cycling through the 8 different height-levels

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Modeling
« Reply #67 on: April 21, 2007, 12:30:57 pm »
Quote from: "Mattn"
the baraks are better made in the mapeditor - to let the clipping work (bouncing, line of sight and so on) -  but small things like generators or transparent camouflage ceilings are definitly needed

with the new arircraft model - keep in mind, that the rotors are too high for the first level - they must be an own model - otherwise we are not able to switch some of them on or off when we are cycling through the 8 different height-levels


You mean the complete engine with the rotors must be an seperate model, so you can scale it and manipulate this in the game ?
Or only the rotors, as an seperate model so you can make animation frames ?

Willem

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Modeling
« Reply #68 on: April 21, 2007, 02:13:27 pm »
we have to be able to hide the higher levels - the rotors are on level 2 or 3 - so we have to hide them if you are in level 1 - we can only hide complete models - so they have to be seperated.

i would suggest to make the wings with the rotors a seperate model - because a soldier can walk beneath the wings - if we can't hide them in level 1, we maybe won't see the soldiers.

and yes - animated rotors would be cool, too

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Modeling
« Reply #69 on: April 22, 2007, 12:18:04 am »
Here the airplane textured and split up in two models.
De body is an model and the wing with the engines is an model. :)



The link :

http://www.sitters-electronics.nl/md2/models/airpl3.zip
 

Regards
Willem

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Modeling
« Reply #70 on: April 22, 2007, 02:16:06 am »
Quote from: "sitters"
Here the airplane textured and split up in two models.
De body is an model and the wing with the engines is an model. :)



The link :

http://www.sitters-electronics.nl/md2/models/airpl3.zip
 

Regards
Willem


The engines look strangely-textured there, and the windows are a bit rough and slapped-on. They don't look like glass at all. Do you think there's anything more you can do on those?

Also, some textured troop doors on the sides would be great.

Regards,
Winter

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Modeling
« Reply #71 on: April 22, 2007, 10:10:20 am »
are the "back-wings" seperated from the body, too?

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Modeling
« Reply #72 on: April 22, 2007, 12:31:40 pm »
OK, first look what you like, I have change my UV map so i must still convert the stuff to MD2 again.

I have two textures one not ca-mo and one with ca-mo, what do you like ?
This is the best what I can do in this resolution.

Without ca-mo :



and with ca mo :



Or maybe you like both, then I insert two textures.


Regards
Willem

Alex

  • Guest
Modeling
« Reply #73 on: April 22, 2007, 04:10:30 pm »
I like them both, they're more like naval aircraft now...

Just a thought - camo would probably be quite redundant in the setting of this game anyway, wouldn't it?

Unless these aircraft are for conventional military - I could see the aliens attacking a military base or two.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Modeling
« Reply #74 on: April 22, 2007, 04:16:45 pm »
just add three skins - add them all - but the default skin would be the gray with ca-mo imo

nevertheless you should really add them all - it would be a waste of talent and time to not use the others at all. and i would also be a little variation from map to map (because we can use different skins)

looks very nice - as always :-D