Entourage (LTC Luxury Personal Conveyance)

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Fendorin
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Entourage (LTC Luxury Personal Conveyance)

Post by Fendorin »

hello new ship for richmen or space-gambler!


( * Manufacturing Faction: Luxury Travel Conglomerate
* Role Summary: Luxury Personal Conveyance
* Combat Behavior:
* Known Major Variants: None
* Tenure of Service:
* Utilization: High-Born, Uln(Ranks of Lords) ) picking in wiki manuel data

strong armured and faster
i think 1 heavy mount and 2 light mount point (no missile)

Image
Image
Image
Phlogios
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Post by Phlogios »

It's my guess that you are using Photoshop or Gimp for your textures. My suggestion is that you use some sort of bevel/emboss technique on your linework.
I refer to Stranj's texturing tutorial: http://affuniverse.com/wiki/index.php?t ... g_Tutorial

By the way, you've got some real modeling efficiency.
"Enjoy the Choice" - A very wise man from Ottawa.
Fendorin
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Post by Fendorin »

Do you want give a "caterpillar" aspect , for a luxury ship ?

i think isn't appropriate .


if you look at well , it had a bevel/emboss work but is very lightly.

Personaly i dislike a agressive-ship-with-mega-killer-gun-and-super-death-missile-

it's not my conception for vegastrike ( i think a civil and-merchant or diplomate)

i would like see a game with colours and fun ,maybe a casino-space station and cosmo-bar, and Disney-asteroid, .....
for spent the gained money!!!!!
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Post by charlieg »

I think it looks really nice but the texture seems a little low-res. Don't forget you have LODs...
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Post by Miramor »

Pretty nice... like a space limo. I do agree with Fendorin that the guns could be a bit less conspicuous, maybe use (hidden?) turrets instead.

BTW, the Uln version looks awesome. It's an absolute eyesore. :lol:
Fendorin
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fun texture for entourage

Post by Fendorin »

hello i have new texture for entourage luxe ship fore more faction (everyone should be able to have this machine !!!!!)



3 high born:

normal texture:
Image

just with civvie style:
Image

and for the prince of B......
Image

now a andolians patrician (or klkk superstar)
Image

the gift for mister-cosmos 'winner (won by shaper, obviously)
Image

the official ship of ISO first secretary
Image


the ship of largest ennemy of Iso'first secretary ( Josep Magna ancient director of CNT)
Image

and more sought by the homeland security
Image
Phlogios
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Post by Phlogios »

I like it a lot! The new textures are so much better :D I especially like "normal" and the one at the bottom. I want one :D
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Post by Halleck »

Nice looking ship. I like the shape. Lots of great color variants, but I agree that the texture looks a bit low-resolution.
The lines appear pixelated or blocky when you look closely.
Fendorin
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Post by Fendorin »

merci

but my point of view:

I understands( you want a sublime texture for each model).

but I think, nobody will see the difference.
the ship is smaller than “dostoievskyâ€
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Post by Halleck »

That does make sense for a small ship, certainly. These textures look acceptable to me with that in mind.

However, looking towards the future of vegastrike, as hard drives expand and video cards get more powerful (along with screen resolutions) we would like to be able to keep up. If you draw your textures at higher resolution (say, 1024x1024 or 2048x2048, I'm assuming that this model uses a smaller one) any graphics hacker like me can always *scale down* for current versions of the game. The problem is *scaling up* which can only be done by the artist.

So, my advice for the future is don't limit yourself, especially when selecting a resolution for textures. If it's too big for us to currently handle, I (or someone else) will scale it down to fit.
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Post by loki1950 »

As for scaling up we may be have the benefit of Chuck Starchasers little project http://vegastrike.sourceforge.net/forum ... php?t=8519 it is looking good as is but Chuck is a perfectionist :wink: so it will be mush better before he releases it.

Enjoy the Choice :)
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Fendorin
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Post by Fendorin »

ok

i understand

i'do few progress in english "youpie!!"
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Post by loki1950 »

ce la pratice se tou :wink:

Enjoy the Choice :)
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Fendorin
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Post by Fendorin »

WHAT ?

you have many solution:

1 / Seul la pratique, c'est tout.

2 / Cela est pratique, c'est tout.

Aargh!!!!!

i'have understand when i wrote this reply

C'est la pratique, c'est tout. !

oui c'est vrai celapraticesetou

Merci beaucoup pour les encouragements loki!!

you are a gentleman.
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Post by jackS »

I think this is wonderfully done :)

I eagerly await seeing these in game.

As to weaponry, I'm thinking it'll have even less than you first imagined -- if you can afford an "Entourage" class, you can afford a real entourage (of bodyguards, etc.) -- but that's something we can handle in units.csv. The model is good as it is :).
Fendorin
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Post by Fendorin »

hello i improve the texture set for this ship

and it's a good test for try to implant a factionnalized texrure thank

DivShare File - entourage.zip

you will have something like that:

Image
pyramid
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Post by pyramid »

Thanks for the update. Actually most of the textures are already committed, except the mechanist. And there is the updated glow texture.

I think the highborn4 texture could be reused as a pirate hull if the color scheme was changed. highborn3 is also interesting; it could make a privateer, unadorned, klkk, shmrn, or simply highborn_citizen texture depending on which color scheme it fits best.

I'll take it slowly to put the new textures in.

*EDIT*

Actually I checked and the Entourage is wrongly integrated and doesn't show any textures. In addition, the blender file comes with a shield mesh, so I might redo this ship sooner.

*EDIT2*
It would be good to have the hud image in 256x256 resolution. How do I actually render to an image in blender?
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Post by chuck_starchaser »

F10 for the render settings. You can make your render target 256x256 there; and you can specify the format (png/jpg/etc.).
F5 several times to get to the ambient occlusion settings. There you can also specify background color.
F12 starts the rendering.
F3 to save the render to a file.
You need two things to render: Lights and a camera.
In Object mode Spacebar is for placing such things.
Right-click on a light and hit F5 to change its settings.
Right-click on a camera, and it's Ctrl-Numpad0 to make it active.
Find a good view of the model, then hit Alt-Ctrl-Numpad0 to make the active camera take your current view. With the camera selected, F9 changes its settings, or hit G to move it up, down or sideways.
If nothing comes out, check the render layers, in F10.
Also, select the mesh, hit F9, and be sure that AutoSmooth is off and the angle under it is 80.
pyramid
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Post by pyramid »

@Chuck,
This is a great tutorial. You are a walking encyclopaedia :o
I'll need some time to digest it all and store it in my BPU (brain processing unit 8) )
Another question: Is there a way to store relative texture paths in blender?

@Fendorin,
The new textures are committed to svn.
All 13 new faction textures + the default ones (diffuse, specular, and glow).
The bump map is giving me artifacts, as in other models, too, so I'll left it in the masters and didn't include it in the game data.

This model can be considered closed, at least until CineMut shaders are released and a re-texturing can be restarted.
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Post by Fendorin »

The bump map is giving me artifacts, as in other models, too, so I'll left it in the masters and didn't include it in the game data.
What kind of artifact?? have you some picture to show me??
or could you explain me the problem? all bump map i did is wrong???

and the SPec map?? it working?
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Post by pyramid »

The spec map just works fine.

The artifacts are probably not related to your texture, as I have seen them on almost any model I tried to add the bump map to, like in the case of the Derivative. It might be shader related, might be something else, I don't really know.

Btw, I was able to render a nice new hi resolution hud image with blender :D.
@chuck: appreciate your little tutorial.
Last edited by pyramid on Thu Sep 04, 2008 11:33 pm, edited 1 time in total.
chuck_starchaser
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Post by chuck_starchaser »

pyramid wrote:@Chuck,
This is a great tutorial. You are a walking encyclopaedia :o
I'll need some time to digest it all and store it in my BPU (brain processing unit 8) )
Thanks; just the fact I'm using Blender every day, for like 3 years now. I should know a lot more than I do.
Another question: Is there a way to store relative texture paths in blender?
Yes. At the bottom of the texture open/save dialogues, there's a [Relative] button. But it's always OFF by default. :(
However, there's in the settings panel, which you get at by dragging down the top menu, if you go all the way to the right and click on the File Paths button, you'll see a button at the top-right: [Relative Paths Default]. Click it on. Now, if you just did this on a freshly opened Blender window, a good idea is to, while you're at it, press F9, turn off Auto Smooth, put the angle at 80 and turn off Double-Sided, and then go to the File menu and click Save Default Settings.
Otherwise, the next time you start Blender the defaults would be back to the factory defaults, again. Not very intuitive, for sure.
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Post by chuck_starchaser »

pyramid wrote:in the case of the Determinant. It might be shader related, might be something else, I don't really know.
That's a bit too weird. Is it what I think I'm seeing?, like all those triangles?
Bumpmap can't do that! Impossible.
Ok, first of all, are you converting the bumpmaps to normalmaps? If so, are you using Gimp's Normalmap plug-in, or some other tool? Are you sure it's a tangent space normalmap? What does the normalmap look like? Should look like mostly sky-blue, like here:
http://vegastrike.sourceforge.net/forum ... 244#103244
pyramid
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Post by pyramid »

Yes, it is kind of triangles that come out with different shades.

Actually in the case of the (I was mistaken, it's the) Derivative I was using the map supplied by Deus Siddis, which looks blueish enough to suppose it was correctly converted. Get it here from svn.

In the case of the Entourage I did not convert the bump map. My fault. I'll try that again.
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Post by chuck_starchaser »

pyramid wrote:Yes, it is kind of triangles that come out with different shades.

Actually in the case of the (I was mistaken, it's the) Derivative I was using the map supplied by Deus Siddis, which looks blueish enough to suppose it was correctly converted. Get it here from svn.
There were some visible artifacts, though; I managed to get rid of some in Gimp, and I put a neutral background and some padding. Should work a lot better.
http://wcjunction.com/temp_images/derivative_normal.png
The triangles, however.... I would say there are inverted normals all over the place in that mesh. That's the only thing I can think of.
If you have the mesh in Blender, Ctrl-N attempts to fix normals globally; doesn't always work, tho.
And by the sharpness of the triangles I would assume they use flat shading. Flat shading is terrible in terms of performance. One thing to do with all meshes, universally, is A to select all, then W->SetSmooth.
Now, where the mystery gets thicker is, why would the problem show up only when a normal map is put in?
It sort of suggests that the mesh was exported with a Double-Sided attribute, which would hide the fact that normals were inverted, but which is even worse than flat-shading, performance-wise.
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