MK32 battleship 2
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- Elite Venturer
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MK32 battleship 2
because i loose the trhread about the proposition i made for the Confed Battleship i repost a new topic
i rework on the texture and i need approvement for mecanist color:
and confed too
(and i think if this ship wasn't in VS yet is because is a long way for put the turret no? 48 turrets will be long to writing in bfxm ?
is for what i wait the graphic tool without patience)
the confed colour:
and my proposition for meca "colour"
i m sorry the ship was so long for entrance in the picture ( i already decrease the lens but...)
i rework on the texture and i need approvement for mecanist color:
and confed too
(and i think if this ship wasn't in VS yet is because is a long way for put the turret no? 48 turrets will be long to writing in bfxm ?
is for what i wait the graphic tool without patience)
the confed colour:
and my proposition for meca "colour"
i m sorry the ship was so long for entrance in the picture ( i already decrease the lens but...)
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- Elite
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You can find a nice view of the ship on the screen, then press [Ctrl][Alt][Numpad-0] to make your current view the rendering camera's view.
Then you can use the mouse-wheel to zoom in or out in camera space.
And you can right click on the camera's frame, press G, and move it around.
Pressing [Numpad-0] (or [Insert]) switches you to camera view.
Then you can use the mouse-wheel to zoom in or out in camera space.
And you can right click on the camera's frame, press G, and move it around.
Pressing [Numpad-0] (or [Insert]) switches you to camera view.
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I think the original post was in this thread
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i Ask Chuck about symetrical and normal/AO map is not possible for the moment to have a ambient occlusion in a most part of the ship i made
and the MK32 is 8 time symetrical is wasn't so bad because is a Mechanist style ship
but the most important is to fix the 48 turret on this ship
also i propose u : bump map, glow map, damage map, and two diffuse map
i nevr could see this ship in game? with the mission viewallship
and i don't know for turret if somebody know how to for create a BFXM
and the MK32 is 8 time symetrical is wasn't so bad because is a Mechanist style ship
but the most important is to fix the 48 turret on this ship
also i propose u : bump map, glow map, damage map, and two diffuse map
i nevr could see this ship in game? with the mission viewallship
and i don't know for turret if somebody know how to for create a BFXM
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i m sorry i tryed to understand what is the new "cinemut"packing texturing but i don't know more than before now!
i will rework on some few additionnal details (for this ship)
but Pyramid do you know how to for create a new turret . or maybe i should rework the currently turret map? ( for be close to this 2 colours)
i will rework on some few additionnal details (for this ship)
but Pyramid do you know how to for create a new turret . or maybe i should rework the currently turret map? ( for be close to this 2 colours)
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With Cinemut the major change on the artistic side that you can expect is the workflow. You will paint your diffuse, glow, bump texture as before but instead of submitting those you will transform them in blender (using LaGrande set of processors called noodles). The major change that I'd expect is that with the help of CineMut, LaGrande, and UnitConverter you'll be able to test your unit easily before submitting the model and the final textures for inclusion thus giving the artist the possibility to actually go through the majority of integration tasks to make sure that the final submission to the data set is smooth and errorless.
As for turrets, sorry to say, but I don't know (yet ).
As for turrets, sorry to say, but I don't know (yet ).
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Re: MK32 battleship 2
a new version: more details for the battle ship near 40 000 vertices now!
now it have a retros/maneuvr truhster
and 4 map (8 in total because 2 object)
-diffuse
-bump
-glow
-spec
i need to place all markers(48 p-minus turrets!!)+shield mesh+damage map
post soon the final ship and hope it could be implemented soon (maybe with the cinemut, but is not so clear for me!!)
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Re: MK32 battleship 2
it looks so much bigger now!
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- Elite
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Re: MK32 battleship 2
Good stuff, Fendorin!
Starting to look its size!
Don't worry about CineMut, for now; I got new problems from xNormal; was doing math all day, found a solution and emailed Santiago Orgaz. Hopefully he'll
accept it and implement it. We went from having mysterious dark lines in the AO bakes to having no smoothness in them.
Starting to look its size!
Don't worry about CineMut, for now; I got new problems from xNormal; was doing math all day, found a solution and emailed Santiago Orgaz. Hopefully he'll
accept it and implement it. We went from having mysterious dark lines in the AO bakes to having no smoothness in them.
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Re: MK32 battleship 2
since the beginning i understand nothing to Cinemut...........i m sorry (i tryed realy) (who is it? what it look like? a old are it?)Don't worry about CineMut, for now; I got new problems from xNormal; was doing math all day, found a solution and emailed Santiago Orgaz. Hopefully he'll
accept it and implement it. We went from having mysterious dark lines in the AO bakes to having no smoothness in them.
Anyway i post the complete (Cinemut won't appear then is a complete for the moment)Parcell for The MK32 in the blend files you will find all mesh+shieldmesh+marker for all ecxept the cockpit (48 P_minus turrets+16 pd/antimissiles turrets+57 thrusters glow and 8 dockings ports)
DivShare File - MK32.zip for the sizes maybe upper than 4000 meters!( if archimedes it's a old 2500 m cruiser...)
@pyramid could you try to convert all marker with all mount please for finish the ship "une bonne fois pour toutes"
(i seen the Rlaan mining base have just one docking point!)
and you will see how is necessary to have a possible link between UC and marker names/meshs/coordinates
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Re: MK32 battleship 2
wooo looking beautiful!
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Re: MK32 battleship 2
Looks amazing Fendorin.
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Re: MK32 battleship 2
thanks
i hope it will be available with all "clothes" (subunitS, dockingS, thrusterS glowS)!!!!
i hope it will be available with all "clothes" (subunitS, dockingS, thrusterS glowS)!!!!
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Re: MK32 battleship 2
You bet it will
The updated Mk32 is committed with all blows and whistles you can imagine. I have even added sparingly some blink lights
Excellent placement of the helper objects. That was just great as it takes a lot of time to do it properly. Just one tip for future implementations: the longer part of the pyramid is the FORWARD vector of the turrets, and the shorter distance to the closer tip is the UP vector of the turrets. The same applies to docking ports and thruster glows, just that the FORWARD distance is the RADIUS of the docking ports and thruster glows.
I also had to darken the two specular textures, otherwise the Mk32 looked like a mirror.
All in all, excellent work you have done on this colossus
The updated Mk32 is committed with all blows and whistles you can imagine. I have even added sparingly some blink lights
Excellent placement of the helper objects. That was just great as it takes a lot of time to do it properly. Just one tip for future implementations: the longer part of the pyramid is the FORWARD vector of the turrets, and the shorter distance to the closer tip is the UP vector of the turrets. The same applies to docking ports and thruster glows, just that the FORWARD distance is the RADIUS of the docking ports and thruster glows.
I also had to darken the two specular textures, otherwise the Mk32 looked like a mirror.
All in all, excellent work you have done on this colossus
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Re: MK32 battleship 2
That looks just so ace
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Re: MK32 battleship 2
yes nice screenshot (more?)
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Re: MK32 battleship 2
Is this in-game or a render?
Because, if it's in-game a seem to see an AO baking at play.
Because, if it's in-game a seem to see an AO baking at play.
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Re: MK32 battleship 2
In-Game and it's a screenshot should look even better with cube map support.
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Re: MK32 battleship 2
Definitely in-game Fendorin did a great job with this ship (and not only).
It ain't no AO, man Probably just some effect of self-shadowing.
It ain't no AO, man Probably just some effect of self-shadowing.
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Re: MK32 battleship 2
Very good job. If he did that self-shadowing by hand it's pretty amazing.pyramid wrote:Definitely in-game Fendorin did a great job with this ship (and not only).
There is NO self-shadowing with the current shaders. AO is the only self-shadowing there is. If it's not baked AO, then it's hand-painted AO, but AO it must be.It ain't no AO, man Probably just some effect of self-shadowing.
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