JACKAL Forsaken Interceptor

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

Moderator: pyramid

Post Reply
pyramid
Expert Mercenary
Expert Mercenary
Posts: 988
Joined: Thu Jun 15, 2006 1:02 am
Location: Somewhere in the vastness of space
Contact:

JACKAL Forsaken Interceptor

Post by pyramid »

I thought this excellent concept deserves a thread on it' s own.

Oblivion's concept designs are in this original thread.
Oblivion wrote:Image
Oblivion wrote:JACKAL
Forsaken Interceptor
Image
I have been able to recover a preliminary model and some textures. For convenience and backup purposes I have committed the masters and the data for this unit. However, this model is too rudimentary as compared to the excellent concept. It badly needs rework or recreation and retexturing.

Hunting season opened :wink:
Phlogios
Confed Special Operative
Confed Special Operative
Posts: 298
Joined: Sun Jul 30, 2006 1:38 pm
Location: Sweden
Contact:

Post by Phlogios »

I'm starting a new .blend project following the concept as accurately as possible. With good coordination, the progress could be relayed between us artists. I don't have time to work on it all the time, but I would like to start :)
"Enjoy the Choice" - A very wise man from Ottawa.
pyramid
Expert Mercenary
Expert Mercenary
Posts: 988
Joined: Thu Jun 15, 2006 1:02 am
Location: Somewhere in the vastness of space
Contact:

Post by pyramid »

Great to hear that. Good luck and smooth progress :!:
Phlogios
Confed Special Operative
Confed Special Operative
Posts: 298
Joined: Sun Jul 30, 2006 1:38 pm
Location: Sweden
Contact:

Post by Phlogios »

:evil: :evil: :evil: I just lost half the work I had done on it :(

I'll just have to do it all again.

REMEMBER GAIZ: SAVING IS KEY
"Enjoy the Choice" - A very wise man from Ottawa.
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Post by Fendorin »

oh bad

try to make it simple because i work over the toad and is littlle bit complex
also try to follow the shape but not over 1000 poly count AFTER triangulate

would be great

thank
Phlogios
Confed Special Operative
Confed Special Operative
Posts: 298
Joined: Sun Jul 30, 2006 1:38 pm
Location: Sweden
Contact:

Post by Phlogios »

What?

I'm up in 2000 triangles already.

Why just 1000? More than that works just fine.
I'm aiming for around 10,000 triangles, though it will probably be split up in different meshes for dielectrics and metals, or just a modular split.

Maybe I don't understand your post.
"Enjoy the Choice" - A very wise man from Ottawa.
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Post by chuck_starchaser »

I'm afraid you understood him correctly :D
Fendorin likes very simple meshes.
Fendorin, complexity is more work, but can look really nice ;-)
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Post by Fendorin »

it's because you use different Materiel

My i don't know how to use material....

also most of the time i try to simplify when i can it's always a same thing : Quality, quantity, quantity or quality ....etc i can do longer like that...

i m poor in knowledges about 3D (what is it dielectric?) also i do what i can...
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Post by chuck_starchaser »

Don't worry, Fendorin; when CineMut and LaGrande are ready I'll have big tutorials on how to use materials and all that.

Dielectric is a term from physics. Materials generally divide into Metals and Non-metals. Metals have metallic reflectivity. Non-metals and non-metallic compounds have dielectric reflectivity.
The two are different.

One of the differences is color:
Metallic reflectivity has the color of the metal. A blue object reflected on gold looks black; because gold has yellow specularity.
Dielectric reflectivity is colorless: A blue object reflected on glossy, yellow paint, still looks blue.

The other difference is view angle:
Metallic reflectivity doesn't change as the view angle changes.
Dielectric reflectivity does change with angle:
If you look straight at a glass window, you barely see it; but if you look at a shallow angle, it reflects almost like a mirror.
The change of reflectivity with angle for dielectrics follows the Fresnel equations. It depends on the angle, and on the material's dielectric constant.

The CineMut shaders can do both: metallic AND dielectric specularity. They compute the Fresnel equations for the latter.
But the shader needs to know the material's dielectric constant, so you have to provide it via a texture (blue channel of the specular).
Post Reply