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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #11 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| 10.000 on the dot... ...man, I could really use about 5000 more to really flesh out some of the small details. Oh, whatever. Whining is for losers. Here she is before any mapping or lighting: punchface |
| Last edited by punchface; 03-22-2007 at 10:12 PM. | |
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| | #12 (permalink) |
| Still Alive | I'm really liking this design so far |
| | It's easy to see in these tired eyes, that blood has no value in modern life. | All time is held in stars, and it tears me apart. | [_]|||||||[_] | backstept.blogspot.com | |
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| | #13 (permalink) |
| As Advertised. Realname: Tim Goertzen Join Date: Jul 2006 Location: B.C. Canada Age: 22
Posts: 744
| Once you finish the game version you can always add in all the detal and poly count you want. |
| "There are no short cuts to any place worth going." Current WIP:Transformer Blackout, Battlestar Cerberus (Revisiting) Battlestar Prometheus (Revisiting) | |
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| | #14 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| Update... I'm starting to work with my textures...unless somebody really thinks it's a bad idea, I'm opting for a multi-subobject material where all the submaterials are blends. Right now, the blend materials aren't present but eventually, they will be. I've added a bunch of running lights all around the ship but haven't actually actually arranged for the lights themselves to show up. The orange light that bathes the ship is from a star cooler than our own. blah blah blah.... punchface |
| Last edited by punchface; 03-22-2007 at 10:12 PM. | |
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| | #15 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| Mapping problem... I stuck the colonial crest where it belongs on the round thingie up on the dorsal midships area as the pic will show. The lighting isn't advantageous to show this off but one can still clearly see that it's there. Fine and dandy. Further, all my thruster cones (although you can't see them in the pic) have .jpegs in their diffuse channels and also in their self-illumination channels. They also show. Also fine and dandy. What I can't figure out then, is why my nameplate map isn't showing. One can clearly see where the nameplate is supposed to show up on the Heracles' engine pods but I can't get the damn thing to actually render? Can somebody take a lookie at my file and help me? I don't understand why I one .jpeg in a material's diffuse slot shows up while the other doesn't. It doesn't make sense to me at all. punchface |
| Last edited by punchface; 03-22-2007 at 10:12 PM. | |
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| | #16 (permalink) |
| www.projectcosmos.net Realname: Nate Join Date: May 2006 Location: San Diego, CA, USA Age: 31
Posts: 5,487
| I like the idea of having the engines on the pods if there are no viper/hanger bays slated for that class of ship- very original idea on a franchise vessel. |
| www.projectcosmos.net - Tomorrow begins here. | |
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| | #17 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| Tovette... The Heracles Gunstars do ship eight Raptors and 2 "Falcon" class orbit/surface APCs that launch and recover via a ventral hangar that can be seen in one of my previous pics. You're right about the ship having no Vipers though. She's a battleship, not a hybrid or an aircraft carrier. If you read my previous post about my mapping problems, do you have any idea what the issue might be? punchface |
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| | #18 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| Some vanity shots... ...to show lighting and engine flare etc. I still haven't fig'd out what in hells is the deal with the nameplate thing. If anybody has any clue, please chime in. punchface |
| Last edited by punchface; 05-03-2007 at 10:33 PM. | |
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| | #19 (permalink) |
| www.projectcosmos.net Realname: Nate Join Date: May 2006 Location: San Diego, CA, USA Age: 31
Posts: 5,487
| Well I'm a LW guy so I'm not sure how it would go in max. Do you have an alpha mask texture for the nameplate colormap? |
| www.projectcosmos.net - Tomorrow begins here. | |
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| | #20 (permalink) |
| SFM Guru Realname: Mark Kuykendall Join Date: Oct 2006 Age: 36
Posts: 341
| nope... In a blended material, Studio Max does have alpha masks (I don't know about other materials because I'm still learning and I'm not a materials genius) however, my nameplate material is just a regular old standard material, nothing special about it. Each side has a single long rectangular poly located on the engine pods that has the material ID number that corresponds to my name plate sub-material in the larger Gunstar multi-subobject material. This nameplate sub material has a bitmap in diffuse and a modified version of that same bitmap in for bump and that is is. No tiling. No uvw rotations, no scaling, no nothing. Garg. punchface |
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