Special Agent

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Special Agent // Image Gallery

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Post by parva // Sep 6, 2006, 7:09am

parva
Total Posts: 822
pic
Got my Special Agent nearly finish.

Just the texture for the specularity texture isn't done yet.


Hopefully I can animate him sometime. Will push him against a wall :D

2315

2314


low poly has around 9600 polygons with stuff (pistol, knife, the monkey mask *g*)

high res has around 250k polygons


some wip samples from the highres mesh

here (http://www.parva-project.de/stuff/ts/com.jpg)


thanks for viewing.

Post by KeithC // Sep 6, 2006, 7:23am

KeithC
Total Posts: 467
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Great work, Parva. Really shows off what's possible with TS7 character wise. If Caligari gets the animation fixed, and it can export in .X; I can see the potential for many more users in the Game Dev. community.


-Keith

Post by GraySho // Sep 6, 2006, 8:06am

GraySho
Total Posts: 695
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YAM (Yet Another Masterpiece). Have you generated a normal map from the highres model?

Post by MadMouse // Sep 6, 2006, 8:12am

MadMouse
Total Posts: 1069
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Excellent again Marcel. The hi res wip's are great. I love to see your modelling skills at work.

Post by Steinie // Sep 6, 2006, 9:42am

Steinie
Total Posts: 3667
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Marcel,

Your so good it's scary! ;) I am not too familiar with the LE window but is that texture window really hooked up or did you overlay the window.

Can you show us how you are doing your modeling and bringing it into Truespace? What steps you are taking. It would help alot of us get better!

Post by parva // Sep 6, 2006, 10:58pm

parva
Total Posts: 822
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thanks!


@KeithC - agree! Collada export would be nice too :)

@GraySho - yes a normal map was created from the high res model but both diffuse and normal map got manual repainting

@MadMouse - thanks, I feel the same about you texturing/shading works which everytime amaze me

@Steinie - the texture is just a hook up right but yes the UV Mapper could be docked so that it would look like this.

Can you show us how you are doing your modeling and bringing it into Truespace? What steps you are taking. It would help alot of us get better!

I can make a short video. But generally it's nothing else as saving and loading an *obj format and Luuv plugin is my holy grail to do this in trueSpace :)

Post by Misc // Sep 6, 2006, 11:01pm

Misc
Total Posts: 59
Great work as always parva!

Post by Steinie // Sep 7, 2006, 1:54am

Steinie
Total Posts: 3667
pic
I think the questions on "How you do this?" are:
1) Are you bringing the highres or lowres mesh into trueSpace ?
2) Are you using TS for UV mapping or another program? (If your using Silo1or2 does the UVmap also get imported with the obj using Luv plugin?)
3) What is your cpu and memory on your computer? (I need to upgrade and your work is being handled by your system)

The steps you use after you create your model from how you create your uv map, what stage do you create your maps, etc is what I would like to know. It does not have to be a video. I just want to learn the flow you use.
I'm missing something when I try to bring an object from Hexagon (a highres mesh) into TS. I use the LUV plugin and seem to loose my UV map and then I have to UVmap over again in TS.
I have read Shike's description on how he does it but somewhere along the way I lost him.

I don't need to know how you model, that is like asking Rembrandt how to paint!

Post by GraySho // Sep 7, 2006, 2:00am

GraySho
Total Posts: 695
pic
I think the questions on "How you do this?" are:

1) Are you bringing the highres or lowres mesh into trueSpace ?

2) Are you using TS for UV mapping or another program? (If your using Silo1or2 does the UVmap also get imported with the obj using Luv plugin?)

3) What is your cpu and memory on your computer? (I need to upgrade and your work is being handled by your system)


The steps you use after you create your model from how you create your uv map, what stage do you create your maps, etc is what I would like to know. It does not have to be a video. I just want to learn the flow you use.

I'm missing something when I try to bring an object from Hexagon (a highres mesh) into TS. I use the LUV plugin and seem to loose my UV map and then I have to UVmap over again in TS.

I have read Shike's description on how he does it but somewhere along the way I lost him.


I don't know the export options in Hexagon, but as far as I know the material/UV information is not stored in the .obj file itself, but in the .mtl file (same name as the .ojb). I know for sure that the LUUV plugin is capable of importing uv-maps. I tried that many times.

Post by parva // Sep 7, 2006, 2:17am

parva
Total Posts: 822
pic
I think the questions on "How you do this?" are:
1) Are you bringing the highres or lowres mesh into trueSpace ?
2) Are you using TS for UV mapping or another program? (If your using Silo1or2 does the UVmap also get imported with the obj using Luv plugin?)
3) What is your cpu and memory on your computer? (I need to upgrade and your work is being handled by your system)

The steps you use after you create your model from how you create your uv map, what stage do you create your maps, etc is what I would like to know. It does not have to be a video. I just want to learn the flow you use.
I'm missing something when I try to bring an object from Hexagon (a highres mesh) into TS. I use the LUV plugin and seem to loose my UV map and then I have to UVmap over again in TS.
I have read Shike's description on how he does it but somewhere along the way I lost him.


1. I have both in trueSpace 6.6 - here I make my testrenders, scene setup etc.
2. I use mostly UV Mapper Pro but also tS internal UV Mapper for finetuning.
I haven't used silo2 uv unwrapper much yet.
Yes the UV map is stored in the obj file. (mtl stores just shader information & painted regions)
3. I would say I have a low end system :D 2,8GHZ Intel P4 (Northwood) and 1Gig RAM.

If the model is finish I start to paint specified segments with color (arms, legs in the case of a figure). Save the object as obj and import it into UV Mapper "or" I do all directly in tS -> paint the segments of the mesh - store the selection - apply and orientate a UV map and adjust it in the UV Mapper (but this I don't make very often because tS crash often after apply a selection and attache UV so I switched to an external UV Mapper).

luuv
2324
these are my settings.

I don't know how Hexagon handle obj export but currently I found no program which can't handle it right.

Little addition:
finished the specular map
2325
I stored these map in the alpha channel from the diffuse texture and load it with the "vector to components" brick (XYZ is RGB and W is Alpha) in the roughness channel. So you need just 2 texture files (1 diffuse+specular, 1 normal map). But beware that specular should be inverse (black areas are high reflective, white areas no reflection).

Post by Steinie // Sep 7, 2006, 5:49am

Steinie
Total Posts: 3667
pic
Parva and Graysho,
Thanks for the quick reply. Also I do hope you animate this guy in 7.5!:) You would give Tiles and Saul some competition!
Steinie

Post by Eagle // Oct 9, 2006, 1:41pm

Eagle
Total Posts: 221
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Hi Parva,

Hey that is Fantastic work! Your character looks extreme~

You could make a killer cut scene with that guy :)


always~

Vickie ;)

Post by Jack Edwards // Oct 9, 2006, 5:24pm

Jack Edwards
Total Posts: 4062
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I just noticed this thread. This is amazing work Parva! :banana:


-Jack.
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