Post your space station concepts and designs
Moderator: pyramid
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
@Ryder: Take a look at Doom3, will you? You're probably not noticing the full power of normal maps. Manually, you can't do much. But automatic baking has a level of precision that allows you to do a lot. Of course, you won't be able to do everything, but you will be able to have complex curved surfaces, some small greebles translated into the normalmap, even some kind of geometry gets very efficiently emulated. Basically, whatever kind of detail that does not produce a noticeable silohuete (spelling?) from any angle is suitable to be replaced by a normalmap - but you have to bake the normalmap, otherwise you just won't be able to do it. Perhaps you can approximate it, but those tools give much more precision, and allow more things to be achieved.
I can't really explain it all... you have to see for yourself. Take a look at Doom3 models - compare the level of apparent detail to the real detail in the geometry, and you'll see what I mean.
I can't really explain it all... you have to see for yourself. Take a look at Doom3 models - compare the level of apparent detail to the real detail in the geometry, and you'll see what I mean.
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
...And you really think these subtle advantages are worth the massive increase in workload they involve?
ID Software can use whatever work-intensive and wasteful techniques they like- they've got a bigger budget than some third-world countries and a seller's market for artist positions. Vega Strike can barely keep workers around for more than a week, and has like a dozen models ingame that aren't awful placeholders. Do you really have no idea what the difference is between making a texture and building a million-plus poly, clean-geometry model?
ID Software can use whatever work-intensive and wasteful techniques they like- they've got a bigger budget than some third-world countries and a seller's market for artist positions. Vega Strike can barely keep workers around for more than a week, and has like a dozen models ingame that aren't awful placeholders. Do you really have no idea what the difference is between making a texture and building a million-plus poly, clean-geometry model?
-
- Merchant
- Posts: 63
- Joined: Thu Mar 17, 2005 4:37 am
More and more it seems that its the textures that are limiting GFX cards. They only have so much ram and thats it. It is not very uncommon at all to have a vid card with only 64 megs of ram or less for people with intergrated GFX (desktop and laptop). But adding a few extra triangles just makes the CPU work a bit harder. Its not such a hard limit like RAM. Heck Im thinking about overclocking my boards, they are getting old (GeForce 4 TI 4600 ultra agp, and GeForce 5700LE PCI) so frying them out wouldn't really shed a tear or anything but getting a few months of work out of them would help out my bank account. Both of these cards choak on textures long before geometry. And as cards get newer and newer this just becomes more and more true. Anyway Im no expert and really shouldn't be arguing any points with people much more expert then I but thats my 2 cents for what its worth.
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
...Which is pretty funny, considering how this entire generation of graphic artists has spent the past decade or so training specifically to leave as much as possible out of mesh and it all into textures. Ever notice how the first thing everyone wants to know when they start making stuff here is what the poly limit is?
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
textures
Why don't you make a standard set of textures for everyone to use? Keep them relatively limited which should save on load speed to the Graphic processors RAM. I don't know much about it but I'd have thought that would work.
Any more station ideas?
Any more station ideas?
Information is Power...let me find some
-
- Elite
- Posts: 8014
- Joined: Fri Sep 05, 2003 4:03 am
- Location: Montreal
- Contact:
For each ship or unit you need a set of textures because each ship and unit UV-unwraps its own way. What we could have is a set of standards we could adhere to. I have a theory that the glow map, which carries radiosity baking, needs good color precision, but not much resolution; while the diffuse texture and specular map need considerably more resolution but could use less color precision. The normal map could use the highest resolution, but if we could use dUdV as opposed to the full normal, that'll be only two components per texel. And we could use a detail texture or detail dUdV and reduce the standard dUdV. So, for example, what I intend to try with the Bengal is:
Diffuse and specular:
1k x 1k rez, 5,5,5,1 pixel format (rgba), .dds filetype, uncompressed
Glow map:
512 x 512 rez, 8,8,8 format (RGB), .dds with compression, or jpg
dUdV map (or normal):
1k x 1k rez, 8,8 (dU,dV), .dds compressed
Detail dUdV:
256 x 256 rez, 8,8 (dU,dV), .dds compressed
...which is a lot less than the 2k x 2k, full precision RGB, .png format some people around here advocate for capships; --still a whopping 5 megs worth of textures when expanded for use in the videocard, but as modest as I can go. Now, that model, the Bengal, is high poly (over 50k tris), so we'll have a useful test of my theory that indeed textures, not polys, are the problem.
Diffuse and specular:
1k x 1k rez, 5,5,5,1 pixel format (rgba), .dds filetype, uncompressed
Glow map:
512 x 512 rez, 8,8,8 format (RGB), .dds with compression, or jpg
dUdV map (or normal):
1k x 1k rez, 8,8 (dU,dV), .dds compressed
Detail dUdV:
256 x 256 rez, 8,8 (dU,dV), .dds compressed
...which is a lot less than the 2k x 2k, full precision RGB, .png format some people around here advocate for capships; --still a whopping 5 megs worth of textures when expanded for use in the videocard, but as modest as I can go. Now, that model, the Bengal, is high poly (over 50k tris), so we'll have a useful test of my theory that indeed textures, not polys, are the problem.
Latest version of Cinemut Opaque
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
I think most people, myself included, ask about poly counts becuase we are mainly amateurs doing this as a hobby and we'd like to know an upper limit of polys to work with. It's very easy to get carried away with a model and it helps to have a figure we can't exceed.
We know you're good with textures Ryder but alot of us aren't and lack the experience you have so how about not talking down to people...we're all trying to work towards the same goal, some people have different plans on how to get there is all.
Damn! this forum is supposed to be for new ideas and design concepts for space stations...not a bloody hissy match!
We know you're good with textures Ryder but alot of us aren't and lack the experience you have so how about not talking down to people...we're all trying to work towards the same goal, some people have different plans on how to get there is all.
Damn! this forum is supposed to be for new ideas and design concepts for space stations...not a bloody hissy match!
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
A few screenshots of my shipyard.
Overall:
Rear views:
Main building structures:
Repairing constructions in the back for smaller ships:
Gonna add more geometry and details to the outer parts.
P.S Klauss, is it possible for me to test the models with stencil shadows myself?
Overall:
Rear views:
Main building structures:
Repairing constructions in the back for smaller ships:
Gonna add more geometry and details to the outer parts.
P.S Klauss, is it possible for me to test the models with stencil shadows myself?
There are no stupid people on Earth; they are only alternatively thinking.
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Here's Kangaroo22's station textured and then rendered in Povray. All credit on this design must go to Kangaroo_22 as I have only added a couple of textures.
It will be part of the Atlantia thing we're working on. Part of the commissioning and decommisioning (comdcom) facility, essentially the main ship building and scrapping yard. Each unit will be arranged around a ring- 8 units overall. I will do a full working version when I get around to it but here is the inidividual unit as it stands.
You should just about be able to see some of the inner workings on the render below
It will be part of the Atlantia thing we're working on. Part of the commissioning and decommisioning (comdcom) facility, essentially the main ship building and scrapping yard. Each unit will be arranged around a ring- 8 units overall. I will do a full working version when I get around to it but here is the inidividual unit as it stands.
You should just about be able to see some of the inner workings on the render below
Information is Power...let me find some
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Here's a habitiat that'll go on the above comdcom station, planet ships, orbital platforms etc. The buildings are pretty basic right now but they will be elaborated on.
I am stuck on what colour the dome itself should be but if you have any suggestions please post them.
I am stuck on what colour the dome itself should be but if you have any suggestions please post them.
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
Sorta a truck stop in space? Y'know, somewhere where short-range transports can offload goods for sale off-system, or big clumsy spaceships not really built for transatmospheric flight can do trade without having to land on a planet's surface. Somewhere where ships can repair and refuel and their crews can get a few hours' rest on the way to somewhere or other.
-
- Site Administrator
- Posts: 478
- Joined: Thu Jan 02, 2003 10:05 am
- Location: Perth, Western Australia
- Contact:
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Been playing about with materials in Povray and I know like the look of the 'glass' on the habitat. There's a sky sphere as a background here which is why you can see the the refraction through on the right hand side. I'm working on a nice star field background for the skysphere which should look sweet.
I've spent alot of time on the glass because these habitats will be pretty abundant in the Atlantia universe...on ships, stations etc so I wanted to get it right. I ain't done anything with the buildings yet but I'll get round to it at some point.
I've spent alot of time on the glass because these habitats will be pretty abundant in the Atlantia universe...on ships, stations etc so I wanted to get it right. I ain't done anything with the buildings yet but I'll get round to it at some point.
Information is Power...let me find some
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact: