RAVEN Forsaken Superiority Fighter
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- Elite Venturer
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RAVEN Forsaken Superiority Fighter
ALELUAI!!!!!!!!
I DID UNDERSTAND hoooooooooooooooooooooooo
now i improve my skill: i know how to for check my:
- Specularity map
- Bump map
- normal ( but i m not sure if i put the right setting inside the panel buttons , cause the render is less deep than the bump map effect)
this one with bump map :
and this one with normal map:
but i still have a problem for check the self illumination/Glow/luma map
i don't know how to for put in Blender ( yes !!is my first contact with Blender3D)
could you post a screen shot of the right setting please for set the luma map on the model or post the source file again with the right one
DivShare File - DUELISTorRAVEN.7z
(like you can read : i m not a good writer in english, then is difficult for me to find a tutos for self illumination in english and for understanding after )
thank at all for your patience with me!!!
I DID UNDERSTAND hoooooooooooooooooooooooo
now i improve my skill: i know how to for check my:
- Specularity map
- Bump map
- normal ( but i m not sure if i put the right setting inside the panel buttons , cause the render is less deep than the bump map effect)
this one with bump map :
and this one with normal map:
but i still have a problem for check the self illumination/Glow/luma map
i don't know how to for put in Blender ( yes !!is my first contact with Blender3D)
could you post a screen shot of the right setting please for set the luma map on the model or post the source file again with the right one
DivShare File - DUELISTorRAVEN.7z
(like you can read : i m not a good writer in english, then is difficult for me to find a tutos for self illumination in english and for understanding after )
thank at all for your patience with me!!!
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hello Phlogios try with this software:
http://www.7-zip.org/
its better than winzip for open 7zip files.
http://www.7-zip.org/
its better than winzip for open 7zip files.
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- Elite Mercenary
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Try here for 7zip on Linux howto:
http://www.linux.com/articles/59888
http://www.linux.com/articles/59888
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for this last fighter craft
i thought maybe it can be the RAVEN if we keep this texture ( the last Forsaken product the "forsaken answer to a aera invasion..."but can be a very good product too for exporting especially for pirates,hunter and Uln)
and forsaken devellop craft without "styles"direction no? like copy paste what is better around them?
maybe the duelist can be the "inspiration model" for the raven
dueliste= same kind of shape but more polish
Raven = a good essential copy but more"forsaken" (means less luxurious)
i don't know ??? what do you think??
i thought maybe it can be the RAVEN if we keep this texture ( the last Forsaken product the "forsaken answer to a aera invasion..."but can be a very good product too for exporting especially for pirates,hunter and Uln)
and forsaken devellop craft without "styles"direction no? like copy paste what is better around them?
maybe the duelist can be the "inspiration model" for the raven
dueliste= same kind of shape but more polish
Raven = a good essential copy but more"forsaken" (means less luxurious)
i don't know ??? what do you think??
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- Elite
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Hey; you're learning Blender!
For the glow map, map its output to [Emit]
About the specmap:
If you make the specmap color-less, evertything looks like plastic.
Plastics are like that: Colorful in diffuse, whitish in specular.
If that's what you want, okay; but I thought I'd let you know.
Another thing is, your bumpmap will probably look wrong in-game,
like the grooves will probably look like they are coming out, not
going in.
Until we have Tangents in the engine, you need to have the front
of the ship point UP in the texture; not down. You just need to
select all the whole UV layout and turn it around 180 degrees.
(Turn it; don't flip it.)
For the glow map, map its output to [Emit]
About the specmap:
If you make the specmap color-less, evertything looks like plastic.
Plastics are like that: Colorful in diffuse, whitish in specular.
If that's what you want, okay; but I thought I'd let you know.
Another thing is, your bumpmap will probably look wrong in-game,
like the grooves will probably look like they are coming out, not
going in.
Until we have Tangents in the engine, you need to have the front
of the ship point UP in the texture; not down. You just need to
select all the whole UV layout and turn it around 180 degrees.
(Turn it; don't flip it.)
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- Elite
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Well done normal work, Fendorin. This will add another dimension of detail to your craft.
So you baked the normal map in blender right? Or did you use Photoshop or GIMP?
The reason your grooves do not look as deep is probably because you did not set the "Nor" value to 1.00, but instead might have had it set at 0.50 for the normal map when you rendered it.
So now try this in blender, add the bump map to your mesh again (make sure the Nor slider is set to 1.00 or 2.00), add a subsurf modifier to your mesh as well and set it to level 3, and then bake the normal map using blender. Now you will have grooves and your mesh will no longer render with gouraud shading artifacts that make the faces in a mesh look obvious and somewhat ugly.
When you are done with that I recommend you bake the ambient occlusion map in blender, because it is relatively simple and easy to get out of the way. It will take more time to bake than the normal map, but this is only work that your computer must do, you don't have to sit there for the actual baking process.
If you need any clearer or more specific help with any of this or you get stuck, let me know and I will walk you through step by step. After you have done all of these maps once, it will be easy work most every time after that.
So you baked the normal map in blender right? Or did you use Photoshop or GIMP?
The reason your grooves do not look as deep is probably because you did not set the "Nor" value to 1.00, but instead might have had it set at 0.50 for the normal map when you rendered it.
So now try this in blender, add the bump map to your mesh again (make sure the Nor slider is set to 1.00 or 2.00), add a subsurf modifier to your mesh as well and set it to level 3, and then bake the normal map using blender. Now you will have grooves and your mesh will no longer render with gouraud shading artifacts that make the faces in a mesh look obvious and somewhat ugly.
When you are done with that I recommend you bake the ambient occlusion map in blender, because it is relatively simple and easy to get out of the way. It will take more time to bake than the normal map, but this is only work that your computer must do, you don't have to sit there for the actual baking process.
If you need any clearer or more specific help with any of this or you get stuck, let me know and I will walk you through step by step. After you have done all of these maps once, it will be easy work most every time after that.
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- Elite Venturer
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well
thank for your support
some clarification:
i did the normal map with the Nvidia plugins for photoshop.(not with blender i didn't now i can made normal map with blender.)
for the Glow map
i did output the map with the setting "emit" but : should i set "col" too?? or just set "emit"?
because if you open my blend file you can see (after puch F12 button) nothing happen....) i have wrong ??
why the light of the reactor did'n appears in the shadow???
thank
thank for your support
some clarification:
i did the normal map with the Nvidia plugins for photoshop.(not with blender i didn't now i can made normal map with blender.)
for the Glow map
i did output the map with the setting "emit" but : should i set "col" too?? or just set "emit"?
because if you open my blend file you can see (after puch F12 button) nothing happen....) i have wrong ??
why the light of the reactor did'n appears in the shadow???
thank
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- Elite
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You're right; you do need the Col button on, as well as Emit, for the glow map. Sorry, it's been a long time since I did renders with textures on. Luckily I had saved a .blend file for textured renders from when I worked on the Demon. I notice also I had the Nor slider at zero and the Var slider maxed out for all textures except the normalmap. For the normalmap I had the Nor slider at 1.0, Var slider at 0.0. (But I don't remember why, or what Var was for.) The Disp slider should be at zero for all textures without exceptions.Fendorin wrote:for the Glow map
i did output the map with the setting "emit" but : should i set "col" too?? or just set "emit"?
Also I found I had to have the Nor button in the yellow (reversed) state for it to look the same as in-game; but that may have been because my original UV layout was wrong --rotated; i.e.: the front of my ship was facing to the left; but I later rotated the UV layout so the front of the ship was UP. I'm not sure if I still needed the Nor button to be yellow after that fix.
Anyways, I found that setting up of the textures in Blender for renders was not worth my time, since I could just as well export to .obj, make a .bfxm, and test the textures directly in-game. Takes a bit longer intially, like to mesher and stuff; but the test-modify cycle is much shorter, as booting vegastrike takes a lot shorter time than waiting for a render; and is more representative.
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could we have a script for transform blend file to BFXM???? writing under Python??Anyways, I found that setting up of the textures in Blender for renders was not worth my time, since I could just as well export to .obj, make a .bfxm, and test the textures directly in-game. Takes a bit longer intially, like to mesher and stuff; but the test-modify cycle is much shorter, as booting vegastrike takes a lot shorter time than waiting for a render; and is more representative.
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- The Shepherd
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Now that would be sweet but even pyramid's new little GUI still needs mesher to do the conversion but a python wrapper might be possible but who will code it as that is the real barrier in my opinion that and learning the blend format.with it's API to write that code.
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- Elite
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Well, as I was suggesting to Klauss elsewhere, it might just be a matter of taking the existing Blender OBJ exporter script and expanding it a bit, so that it does its .obj export but then calls mesher, transparently. Problem is the current mesher has bugs and requires editing of the .mtl files.
For now, I would advise Fendorin to grab the old mesher. Less bugs and easier to use. I have it on wcjunction's utilities svn repo, with instructions and sample xmesh headers. Username is "username"; password is "password":
https://svn.wcjunction.com/utils/mesher
For now, I would advise Fendorin to grab the old mesher. Less bugs and easier to use. I have it on wcjunction's utilities svn repo, with instructions and sample xmesh headers. Username is "username"; password is "password":
https://svn.wcjunction.com/utils/mesher
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Interesting idea for a Raven inspired by a Duelist - I'm game for running with it.
In this scenario, the ship as-is may not be either the Raven or the Duelist though, but close to each.
For the Duelist, in addition to coloration questions, I was thinking it might end up even more sword/dagger-like in its appearance, as in, a ship intentionally made in an ostentatious dagger shape.
For the Raven... it looks a little too good as is
I'm imagining the Forsaken trying to copy the Duelist design, but finding out that some of their necessary parts to do so are too big in various places, causing the hull to have to be adjusted in less aesthetically elegant ways to accommodate them.
But... if this is too much work to do to redo it as two different models, then let me know and I'll just have it just be one or the other.
In this scenario, the ship as-is may not be either the Raven or the Duelist though, but close to each.
For the Duelist, in addition to coloration questions, I was thinking it might end up even more sword/dagger-like in its appearance, as in, a ship intentionally made in an ostentatious dagger shape.
For the Raven... it looks a little too good as is
I'm imagining the Forsaken trying to copy the Duelist design, but finding out that some of their necessary parts to do so are too big in various places, causing the hull to have to be adjusted in less aesthetically elegant ways to accommodate them.
But... if this is too much work to do to redo it as two different models, then let me know and I'll just have it just be one or the other.
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RAVEN Forsaken Superiority Fighter
.Fendorin wrote:maybe Pyramid you can change the subject of topic by 'Forsaken RAVEN"
Though I have moderator rights on this forum, I cannot change subjects, not sure why.
@loki: can you halp with this? PLs make it "RAVEN Forsaken Superiority Fighter"
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- Elite
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Fendorin, you're the OP (Original Poster) of this thread. This means, you can just Edit your first post, and change the title yourself.
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- The Shepherd
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Done and pyramid did you try just editing the post and changing the title which is all i did just copy/pasted your suggestion
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May be time for an other promotion i can't be awake 24/7I did exactly that but it doesn't work for me.
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