Split: ADCK's updated Behemoths
Moderators: winston, another_commander
Split: ADCK's updated Behemoths
10 pics from my upcoming Behemoth Package
Click pics for full screen.
Type 1 Front
Type 1 Back
Type 2 Front
Type 2 Back
Type 3 Battered Front
Type 3 Battered Back
Type 3 Normal Front
Type 3 Normal Back
Type 4 Front
Type 4 Back
Type 4a Front
Type 4a Back
I expect to be done in 1 or 2 days.
Click pics for full screen.
Type 1 Front
Type 1 Back
Type 2 Front
Type 2 Back
Type 3 Battered Front
Type 3 Battered Back
Type 3 Normal Front
Type 3 Normal Back
Type 4 Front
Type 4 Back
Type 4a Front
Type 4a Back
I expect to be done in 1 or 2 days.
Last edited by ADCK on Mon Feb 08, 2010 3:51 pm, edited 2 times in total.
- pagroove
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Make the windows just a little bit smaller.
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https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Ya I agree, they wont have smoothing in-game, that was just in Wings, I turn workmode off for screenshots out of habitAhruman wrote:I think they’d look better without smoothing.
They're 4x6 pixels at the moment (on a 512x512 texture) any smaller and they'd basically look circular after shading, If I do some hi-res textures for them ill make them smaller in comparison.PAGroove wrote:Make the windows just a little bit smaller
- JensAyton
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Select object, edge mode, right click, Harness, Hard. :-)ADCK wrote:Ya I agree, they wont have smoothing in-game, that was just in Wings, I turn workmode off for screenshots out of habit :PAhruman wrote:I think they’d look better without smoothing.
E-mail: [email protected]
Ahruman wrote:Select object, edge mode, right click, Harness, Hard.
Thanks for the tip.
Wish i had of know about that weeks ago when i started using Wings... I've competely remodeled Type 1 2 and 3 using hard edges and they do look alot better now, and the lighting issues on the Type 3 are completely gone, gunna work of the two type fours tomorrow... that will be a pain cause they're alot more detailed.
Or am i completely wrong and .obj doesn't support this?
For some reason I was using wings 1.02 instead of 1.2, its a really old bug
- JensAyton
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Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
E-mail: [email protected]
Ya I figured as much, but there are some areas i want as smooth (the engines core) and some as hard.Ahruman wrote:Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
If i set a ship to "smooth" but have hard edges defined will the hard edges still be hard?
Or will i have to split the models up into to subentities for smooth parts?
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- JensAyton
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If the hard edges form closed areas, smooth groups should suffice – export from Wings with smooth groups and normals, convert with ObjToDatTex.py, and set smooth = yes; in your shipdata.plist. For more precise control, 1.74’s explicit normals and Obj2DatTexNorm.py will be better.ADCK wrote:Ya I figured as much, but there are some areas i want as smooth (the engines core) and some as hard.Ahruman wrote:Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
If i set a ship to "smooth" but have hard edges defined will the hard edges still be hard?
Or will i have to split the models up into to subentities for smooth parts?
E-mail: [email protected]