MK32 battleship 2

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Fendorin
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MK32 battleship 2

Post by Fendorin »

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:
Image

and my proposition for meca "colour"
Image

i m sorry the ship was so long for entrance in the picture ( i already decrease the lens but...)
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Post by chuck_starchaser »

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.
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Post by Fendorin »

Thank a lot
now i can show you the "bolt bump map effect"
Image

another question the "turret how to" is still aware?
or is totaly old fashion?
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Post by charlieg »

I think the original post was in this thread
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Post by pyramid »

Nice Fendorin. Do you prefer to catch on the CineMut type texturing before continuing with this model, or want to submit the textures already for inclusion?
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Post by Fendorin »

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
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Post by pyramid »

The model is wrongly integrated that's why you cannot see it.

I will redo the integration, preferably with the new texture pack you have created. You might also want to provide the blender mesh file.
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Post by Fendorin »

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)
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Post by pyramid »

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 :wink: ).
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Post by pyramid »

I have updated her and you should be able to see the model with modelview.mission.
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Re: MK32 battleship 2

Post by Fendorin »

Image

a new version: more details for the battle ship near 40 000 vertices now!

Image

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

Post by Phlogios »

it looks so much bigger now!
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Re: MK32 battleship 2

Post by chuck_starchaser »

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.
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Re: MK32 battleship 2

Post by Fendorin »

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.
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?)

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

Post by Neskiairti »

wooo looking beautiful!
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Re: MK32 battleship 2

Post by charlieg »

Looks amazing Fendorin.
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Re: MK32 battleship 2

Post by Fendorin »

thanks

i hope it will be available with all "clothes" (subunitS, dockingS, thrusterS glowS)!!!! :roll:
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Re: MK32 battleship 2

Post by pyramid »

You bet it will :D
The updated Mk32 is committed with all blows and whistles you can imagine. I have even added sparingly some blink lights 8)
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

Post by pyramid »

Now, that the new gallery is functional, here's a screen shot (click to enlarge):
Image
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Re: MK32 battleship 2

Post by charlieg »

That looks just so ace :shock:
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Re: MK32 battleship 2

Post by Fendorin »

yes nice screenshot (more?)
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Re: MK32 battleship 2

Post by chuck_starchaser »

Is this in-game or a render?
Because, if it's in-game a seem to see an AO baking at play. :D
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Re: MK32 battleship 2

Post by loki1950 »

In-Game :D and it's a screenshot should look even better with cube map support.

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Re: MK32 battleship 2

Post by pyramid »

Definitely in-game :) Fendorin did a great job with this ship (and not only).
It ain't no AO, man 8) Probably just some effect of self-shadowing.
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Re: MK32 battleship 2

Post by chuck_starchaser »

pyramid wrote:Definitely in-game :) Fendorin did a great job with this ship (and not only).
Very good job. If he did that self-shadowing by hand it's pretty amazing.
It ain't no AO, man 8) Probably just some effect of self-shadowing.
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.
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