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Battlecruiser23
over 9000!
Team: 
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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 Re: Proper Massifs?
_________________ Axis Industries
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Mon Feb 06, 2012 12:47 pm |
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Griffin
Team: 
Main: Stabberz
Level: 2153 Class:
Gunner
Joined: Sat Mar 03, 2007 10:55 am
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 Re: Proper Massifs?
I love the space base in 2001. 
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Blue Dwarf wrote: In space, no one can hear you cha cha cha.
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Mon Feb 06, 2012 1:25 pm |
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biggee531
Team: 
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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 Re: Proper Massifs?
So I have a modified version of this thing UV Mapped and mostly textured, any ideas for the texture? Just stay true to the original and go mostly whiteish?
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Tue Feb 07, 2012 1:09 pm |
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JeffL
Site Admin / Dev Team
Team: 
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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 Re: Proper Massifs?
Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have.
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Tue Feb 07, 2012 1:34 pm |
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biggee531
Team: 
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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 Re: Proper Massifs?
JeffL wrote: Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have. You do the environment map with the game engine, yeah?
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Wed Feb 08, 2012 9:27 am |
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Blue Dwarf
Content Dev
Team: 
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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 Re: Proper Massifs?
biggee531 wrote: JeffL wrote: Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have. You do the environment map with the game engine, yeah? Yeah, they're specified in ships.xml, (EF Cap ships, for example)
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Wed Feb 08, 2012 10:43 am |
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biggee531
Team: 
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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 Re: Proper Massifs?
Can I have a rough max Poly count? I'm a bit on the high side with the current model, at 4200 right now fully modeled.
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Thu Feb 09, 2012 2:06 am |
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biggee531
Team: 
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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 Re: Proper Massifs?
I modeled this from scratch, drawing inspiration from the one Rootbeer did. It's not finished as you can see, but i'll finish it up today if it looks good so far.  4700 polys.... I saw the dread was a bit over 5k, so that's my poly target.
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Thu Feb 09, 2012 11:10 am |
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Camsy
Team: 
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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 Re: Proper Massifs?
Epic win  Those look fuber 
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Thu Feb 09, 2012 4:54 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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 Re: Proper Massifs?
4700 polys seems a bit much. The EF dread has a lot of different parts, which is why it has a pretty high poly count. If you are just trying to get the look of the old massif, I think you should be able to get away with half of the polys. Liking the texture a lot so far, but don't focus on the details so much, there's only a limited amount of texture space available
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Thu Feb 09, 2012 7:21 pm |
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Griffin
Team: 
Main: Stabberz
Level: 2153 Class:
Gunner
Joined: Sat Mar 03, 2007 10:55 am
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 Re: Proper Massifs?
Or get rid of the ugly spheres. :/
_________________
Blue Dwarf wrote: In space, no one can hear you cha cha cha.
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Thu Feb 09, 2012 8:01 pm |
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JeffL
Site Admin / Dev Team
Team: 
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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 Re: Proper Massifs?
The spheres will look good with the environment map. I think putting glows in those sort of cross-shaped indented parts will look really nice.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Thu Feb 09, 2012 8:14 pm |
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Precursor
Dev Team
Joined: Wed Jul 07, 2010 3:00 pm
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 Re: Proper Massifs?
Looks pretty good. I'm not sure 4700 Polys for a Massif II/III is that bad as they're some of the largest ships in the game.
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Thu Feb 09, 2012 9:18 pm |
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treygrey1
Team: 
Main: Xenodread
Level: 1289 Class:
Gunner
Joined: Mon Sep 29, 2008 2:43 pm Location: In a van, down by the river.
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 Re: Proper Massifs?
Less attention to detail? Isnt that one large complaint from the player base? Everything looks nice except some ship textures in the game. Anyway to get high def textures and use a little more space?
Also, love the M3 with the texture.
_________________
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We are SS. We do things Jeff's way.
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Thu Feb 09, 2012 10:03 pm |
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Jey123456
Dev Team
Team: 
Main: Jey123456
Level: 3267 Class:
Fleet Commander
Joined: Fri Sep 24, 2004 11:51 pm Location: who knows ?
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 Re: Proper Massifs?
4700 poly is indeed not an issue for a ship youll rarely see more than 2-3 at the same time in a regular playing session (unlike lets say, panther/rhino/lions which you could end up with like a ton on screen during a war) .
oh and... i wuv it... very very very much !. please rid me of that damn bulk trader and give me my massif III back ! T_T
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Fri Feb 10, 2012 11:11 am |
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