project-navigation
Personal tools

Author Topic: Models next part 2  (Read 19638 times)

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Models next part 2
« Reply #15 on: December 07, 2008, 09:33:40 pm »
Very fine job, sitters, I think it's fantastic. What did we ever do without you? ;)

Regards,
Winter

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #16 on: December 07, 2008, 09:57:15 pm »
Very fine job, sitters, I think it's fantastic. What did we ever do without you? ;)

Regards,
Winter

Thanks, writing and making a game I think. ;)

OK I have update the instruments, and goon adding some stuff till I am happy. ;D

Willem

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #17 on: December 08, 2008, 04:59:40 pm »
OK some renders and the link to the project.

There are three projects in the file, the sources Cinema4D, MD2 files and the obj files.

The MD2 models are separate models, and you must make self the composition of the pod.

The obj files is the total pod in a single file.

The textures are baked without shadows, so you can remove things from the pod
without leaving shadows.

If you like shadows let me know.

It's a big file 26MB, because every project has its own textures, also the source textures are very big
I also use 2048X2048 for designing.











The link :

http://www.md2.sitters-electronics.nl/models/Carryall_pod.rar

Have fun. :)

Willem.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Models next part 2
« Reply #18 on: December 08, 2008, 05:08:57 pm »
A quick question, does the interior pod come with a roof? It's not shown in the screenshots, but we'll want it on maps.

Otherwise, it's awesome. I thought maybe the boxes were in the way of the UGVs, but I checked the pod size in radiant, and I think it's not a problem.

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: Models next part 2
« Reply #19 on: December 08, 2008, 06:03:33 pm »
I second BTAxis - the pod is excellent!

The only thing... Well, I know that I shouldn't be so nitpicky to others' work, but I can't help myself. These cargo crates are loose! Inside a droppable pod! :-)
Maybe add some cargo netting, like this one:
http://www.armedforces-int.com/images/companies/991/networks14.jpg
I think a net texture on the crate would sufice, no need to draw a cellular mesh over them.

However, I can handle myself with current model, 'cause it is great already, so feel free to disregard my suggestion.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Models next part 2
« Reply #20 on: December 08, 2008, 06:31:15 pm »
I second BTAxis - the pod is excellent!

The only thing... Well, I know that I shouldn't be so nitpicky to others' work, but I can't help myself. These cargo crates are loose! Inside a droppable pod! :-)
Maybe add some cargo netting, like this one:
http://www.armedforces-int.com/images/companies/991/networks14.jpg
I think a net texture on the crate would sufice, no need to draw a cellular mesh over them.

However, I can handle myself with current model, 'cause it is great already, so feel free to disregard my suggestion.

They're just bins bolted to the floor. No need to overthink it.

Regards,
Winter

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #21 on: December 08, 2008, 06:33:34 pm »
A quick question, does the interior pod come with a roof? It's not shown in the screenshots, but we'll want it on maps.

Otherwise, it's awesome. I thought maybe the boxes were in the way of the UGVs, but I checked the pod size in radiant, and I think it's not a problem.

Yes It has a roof, the first render is the pod with the roof, the roof is a separate model.

It's called pot_top.md2 in the md2 directory.

if the boxes are in the way you place them elsewhere or remove them ( the models are separate ).


Willlem


« Last Edit: December 08, 2008, 06:39:36 pm by sitters »

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Models next part 2
« Reply #22 on: December 08, 2008, 08:53:20 pm »
For your information, the model has been added to the SVN.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Models next part 2
« Reply #23 on: December 08, 2008, 09:28:39 pm »
sitters, it would be very cool if you could do the normalmaps, too - they are not yet used (currently only for map textures) but i'm working on it

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #24 on: December 09, 2008, 10:21:19 am »
sitters, it would be very cool if you could do the normalmaps, too - they are not yet used (currently only for map textures) but i'm working on it

I have here the normals I used for baking the textures, they are simple one's for add some detail

http://www.md2.sitters-electronics.nl/models/Normals1.rar.

For the vending machine i make an new one, because this is a very old model with much to low texture resolution for making a nice look and normal map.

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #25 on: December 09, 2008, 03:45:32 pm »

Here a better vending machine.




Link : MD2, Texture, Normal

http://www.md2.sitters-electronics.nl/models/vending.rar.

Willem

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Models next part 2
« Reply #26 on: December 09, 2008, 04:11:25 pm »
sitters, it'd be great if you could help us get the rest of the aircraft/UFO models done and dusted. Particularly we need a reworked or new Hyperion model and texture, and once that's done the Starchaser interceptor and Raptor dropship are high priorities. After that, the Gunboat UFO is our #1 priority for the aliens.

Here is the wiki aircraft page: http://ufoai.ninex.info/wiki/index.php/Aircraft
The Hyperion page itself has a wee bit more info on it. Essentially what we need out of it is a large interceptor/dropship hybrid that carries weapons (1 large hardpoint) but also troops (although possibly not UGVs). Something that looks capable of both dogfighting and deploying ground forces although not necessarily fantastic at doing it.

We have a preliminary model for the Hyperion which you can find in this file: http://crossedswords.co.nr/downloads/UFOAI/WinterUntexedModels.zip

It's the one called 'airthing'.

Regards,
Winter

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Models next part 2
« Reply #27 on: December 09, 2008, 04:21:58 pm »
Keep in mind though that the dropships can only have limited X and Y dimensions. The reason is that the map tile we use to place dropships is only so big. So keep this in mind for the Raptor. It can be a bit bigger than the Herakles pod without problems, just don't go overboard.

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: Models next part 2
« Reply #28 on: December 09, 2008, 05:03:03 pm »
OK, start with the Hyperion.

Nice model, not have to do much about it ( UV, texture and optimize ).

Willem
« Last Edit: December 09, 2008, 05:05:16 pm by sitters »

Offline bayo

  • Professional loser
  • Project Coder
  • Captain
  • ***
  • Posts: 733
    • View Profile
Re: Models next part 2
« Reply #29 on: December 09, 2008, 06:50:51 pm »
What about one topic per model? Its more easy to see changes and right discussions?