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Bolo...(sci-fi tank)
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Bolo...(sci-fi tank) // Work in Progress
Post by Tugar // Jan 25, 2008, 8:54am
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Tugar
Total Posts: 68
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This is something that a friend wanted me to build. It's nowhere near finished but is looking somewhat presentable so I thought I's share. Yes the armor is supposed to be shiny ( for some reason...dinochrome or something). This is the artillery support vehicle. Four artillery cannons along with 60 rockets and other blow-them-up thingies. Still need to make the tracks and start on all the appendages and sensors. |
Post by TomG // Jan 25, 2008, 9:04am
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TomG
Total Posts: 3397
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Neat! I can see why its shiny, its both deadly AND classy at the same time ;)
Looking forward to seeing more as this develops!
Tom |
Post by kena // Jan 25, 2008, 11:18am
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kena
Total Posts: 2321
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Nicely well done. you might want to consider the environment that you will place it in for the reflections, and maybe make it more of a brushed metal, but I really like the shine as of now. |
Post by Tugar // Feb 8, 2008, 9:04pm
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Tugar
Total Posts: 68
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Latest render. Make the infinite repeaters, headlights, radar (Aegis style), antenna and things. The other is an older render but give a good sense of scale. |
Post by kena // Feb 8, 2008, 10:16pm
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kena
Total Posts: 2321
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definitely a big vehicle.
Looking good. Keep up the good work on it. Just a wonder through... the hull looks a bit like the paint is sagging... Is that the environment, or the metal? |
Post by Tugar // Feb 9, 2008, 3:15am
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Tugar
Total Posts: 68
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I'm not 100% sure. How can I tell? |
Post by kena // Feb 9, 2008, 9:31am
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kena
Total Posts: 2321
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Try surrounding it with something, or put it in a cube with a local lite and the camera. |
Post by Tugar // Feb 9, 2008, 7:13pm
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Tugar
Total Posts: 68
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I hate to say it but ya lost me. I tried that and it came out blank. What should the cube be made out of? I'm still a newbie in several respects. I still haven't many of the tutorials. Sadly. I just love jumping in to TS with both feet. |
Post by kena // Feb 9, 2008, 9:31pm
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kena
Total Posts: 2321
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Just a plain cube. Scale it to enclose your scene and use a camera inside it as well.
Look through the camera by selecting it and choosing the camera icon 10998then render.
You can try painting the cube with various textures to see what they do to your reflections. |
Post by TomG // Feb 11, 2008, 5:14am
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TomG
Total Posts: 3397
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The key for any reflective material is to have something to reflect :)
In a scene with just the object, the only thing that might be reflected are other parts of the object, but for the most part, most of the surfaces will be reflecting nothing at all, as there is nothing else in the scene.
There are many solutions to this:
1. Create a whole scene. Good results, but obviously very time consuming, so not a good solution unless you are planning on having a particular scene for the object anyway.
2. Create a SkySphere.
Or skydome, skycube, etc. This is an object that surrounds your object. You have to use a camera, and the camera has to be inside the skydome / sphere. Otherwise your view will be looking at the outside of the skysphere and you won't see what you want to render :)
You can use cube, sphere etc to surround your scene, painted with an image (eg a sky or landscape), often using the Constant shader (so it is unaffected by scene lighting). Ensure the sphere / cube is set to render double sided (or that you hollow it out to give it some actual thickness).
Now your object will reflect the landscape from that surrounding sphere.
3. Use an IBL, or use HDRI
These lighting approaches also let you specify an environment. This wraps around the scene rather like the skysphere, only there is no actual sphere added in geometry to the scene, and you don't need to ensure you view and render from a camera. You can disable lighting from these (turn intensity down, lower number of lights or samples etc) and use them purely for generating the background images.
4. Use an environment mapping shader
This is a shader that takes an image and again treats it as if it was surrounding the object, giving reflections from that image on the surface. You may or may not get "genuine" reflections from other scene objects with this shader, depending which shader you are using (there are several, some native to tS, some in free shader systems like ShaderLab and ShaderMagic, some in Simbiont, etc).
While the reflections are a little less "real" here, and more faked, they can still do a nice job of making a material look reflective.
HTH!
Tom |
Post by turumdarak // Feb 11, 2008, 2:53pm
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turumdarak
Total Posts: 24
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You can also use a box or a sphere, reverse the normals, and enable single-sided rendering. This allows the camera to be positioned outside or inside the sphere so you aren't as limited.
And at least until tS 6.0, you could position the view inside the box or sphere, just be sure you have the realtime shaded view activated, and you will probably need to zoom out and then move in. (note: the scroll wheel does not zoom, it moves along the z-axis of the current view) |
Post by Tugar // Feb 11, 2008, 3:55pm
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Tugar
Total Posts: 68
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Render inside a sphere with the sky material. |
Post by kena // Feb 11, 2008, 7:28pm
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kena
Total Posts: 2321
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Definitely no longer looks like the paint is slumped. looking good. |
Post by Tugar // Feb 28, 2008, 12:22pm
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Tugar
Total Posts: 68
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Update. Added some tracks and a few other things. Starting to look better. |
Post by Tugar // May 12, 2008, 11:31am
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Tugar
Total Posts: 68
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Been a while since I've updated. Added some things. Trackskirts, radardish, moved the two of the infinite repeaters down. Flying bridge on the starboard side(right), commanders hatch on the port(left). Rails, a ladder and hatch(which isn't finished. Oh and some spider eye sensors. |
Post by MadMouse // May 12, 2008, 12:03pm
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MadMouse
Total Posts: 1069
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Looks Great! What kind of color scheme do you have planned for this beast? |
Post by Tugar // May 12, 2008, 1:39pm
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Tugar
Total Posts: 68
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Not really sure. It's part of a Sci-fi series. I haven't read that part yet. |
Post by Breech Block // May 12, 2008, 3:39pm
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Breech Block
Total Posts: 844
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Nice work Tugar, it's been great to watch your model make steady progress as you layer on more and more detail. I'm really looking forward to seeing some textures on this. Credit to TomG as well for providing an excellent and expansive explanation on environment reflections. |
Post by Tugar // May 12, 2008, 4:06pm
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Tugar
Total Posts: 68
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Nice work Tugar, it's been great to watch your model make steady progress as you layer on more and more detail. I'm really looking forward to seeing some textures on this. Credit to TomG as well for providing an excellent and expansive explanation on environment reflections.
Thanks! That's the part that I fall down on...UV mapping and texturing is a bit alien to me. |
Post by W!ZARD // May 12, 2008, 8:31pm
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W!ZARD
Total Posts: 2603
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Thanks! That's the part that I fall down on...UV mapping and texturing is a bit alien to me.
Looking good Tugar. And if you are new to UV mapping and texturing this looks like a good model to learn with - complex enough to be interesting but not too complex. UV mapping looks scary at first but if you have the patience to model geometry as well as you here here you'll find that UVing is not as difficult as it looks at first.
Well done - keep up the good work. |
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