|
Dropship mirrors
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.
Dropship mirrors // Image Gallery
Post by Weevil // Nov 8, 2006, 3:13am
Weevil
Total Posts: 534
|
It's kind of something I pulled together a while ago in Truespace 4, when I was showcasing my new feature model at the time, I made the mirros at all angles so the craft can be seen everywhere at once.
According to my brother it still looks on par with a lot of my stuff. I'm currently trying to rework this model for my entry to 3D world magasine shadow catching a terragen picture.
Heavy crits are appreciated.
Thanks
http://img133.imageshack.us/img133/3790/mirrorsfrontendwy5.jpg (http://imageshack.us) |
Post by GraySho // Nov 8, 2006, 6:44am
GraySho
Total Posts: 695
|
The model looks nice, and with some work you can improve the presentation quite a lot.
#It's too obvious that the texture is a procedural. I don't remember which version you have, but a second layer with a dirtmap or something similar would add a lot. Maybe add a bump map to show sheet plating and rivets.
#If you are showcasing just the model, a reflective floor is allright, but I'd remove any walls or surroundings. It's not clear if your intention was to put it in a hangar (which looks is quite unrealistic with the reflective floor) or just showcasing it. Anyway, you said you gonna put it in a terragen environment.
#The lighting looks a bit flat, use a skylight, or IBL (if available in your version) and maybe an infinite light as the sun with shadows turned on. I seem to remember that the shadow catcher shader does only work with raytraced shadows, so keep that in mind. |
Post by Weevil // Nov 9, 2006, 2:49am
Weevil
Total Posts: 534
|
Hi Graysho.
The paint I couldn't do any better as I was using Truespace 4 and still learnig it. Aside from that, thanks! I'll see what I can do |
Post by GraySho // Nov 9, 2006, 4:31am
GraySho
Total Posts: 695
|
Well, for a procedural texture it looks very good actually. The available standard procedural shaders are not really good. If you are still using tS4, that might be a mission, though I have seen amazing renders made with that version (anyone remember buzzz?). |
Post by Weevil // Nov 9, 2006, 5:08am
Weevil
Total Posts: 534
|
I'm currently using version 6.6 so I can add a dirt texture, but my computer just went down the pan a few weeks ago so I lost that exact model (main reason why I'm trying to re-make it) so now all I need to do is make those improvements you told me, I'll post the picture when I've done it.
Can you tell me how to use the shadow catcher? |
Post by GraySho // Nov 9, 2006, 5:51am
GraySho
Total Posts: 695
|
The shadow catcher is a shader that can be loaded into the reflectance channel. If applied to a plane, it renders not the geometry, but only the shadow that is cast upon it. This way you can render out an object with it's shadow to composite with a background.
If you plan to put your ship in a Terragen background, and it's should be close above ground, you can model an approximation of your terragen landscape (or only the section where the shadow is seen) and bring it into the same perspective as the background image. Then use the shadow catcher material to it, and it's rendering as if the shadow is cast onto the background landscape. You can even use a bump map for the shadow catcher to match the surface of the background image.
Check the attached scene if you want. |
Post by KeithC // Nov 9, 2006, 6:47am
KeithC
Total Posts: 467
|
I really like the look of your Dropship. Would make a great game model.:)
-Keith |
Post by Weevil // Nov 9, 2006, 11:33pm
Weevil
Total Posts: 534
|
Graysho.
Thanks for the tip.
KeithC. Unfortunately, I've tried it, the most I mangaed to do with the python scripting was make some wheels on a car go round. (In interactive artwork) |
Post by Steinie // Nov 10, 2006, 4:27am
Steinie
Total Posts: 3667
|
Weevil I see Madmouse's work is becoming a fad!;) :D ........What's next T-shirts? |
Post by W!ZARD // Nov 13, 2006, 6:32am
W!ZARD
Total Posts: 2603
|
Nice ship - good functional lines - others have mentioned the texture, you can do W A Y more with it, especially with tS 6.6.
personally I like to be able to see a little detail inside the cockpit too - dosen't have to be much, just enough to suggest that yoiu can actually see through the windsheild.
Hope this helps. |
Post by Weevil // Nov 13, 2006, 11:33pm
Weevil
Total Posts: 534
|
Hi W!ZARD.
There was a point I did that, its here. I had a problem making it though.
Took a while to render, this again was TS4.
The smoke effect sucked aswell
http://img87.imageshack.us/img87/2976/waterskimmerhv2.png (http://imageshack.us) |
Post by splinters // Nov 14, 2006, 3:00am
splinters
Total Posts: 4148
|
Hi Weevil, something about that image makes it look like the dropship is partially submerged...:confused: |
Post by Weevil // Nov 15, 2006, 1:11am
Weevil
Total Posts: 534
|
Hmm, I see what you mean. TS4 anyway, must re-do. |
Post by W!ZARD // Nov 15, 2006, 10:03pm
W!ZARD
Total Posts: 2603
|
Looking good Weevil.
Splinters does have a point about the ship looking partly submerged - one of the first things I remember being taught on my photography course was always look at the background first. Often we are so busy looking at the subject of the photo that we don't notice the tree or the lamp post in the background that, in the photo looks like it's growing out of someones head!
In the case of yur dropship picture the light sea and the dark land (plus the line of the firing missile) cuts the image in half and makes it look like the ship is partially submerged. To turn this from a good picture to a great picture change the viewing angle so the ship has either just the dark land or the light sea behind it but not both. This would add more visual impact IMHO. You may wan't to think about this when you redo the picture in a later version.
The other point I'd like to make - your pictures take a very long time to download for those of us on dial-up. Perhaps you caould think about increasing the compression of yur jpegs before uploading them.
Keep up the good work. |
Post by Weevil // Nov 17, 2006, 2:06am
Weevil
Total Posts: 534
|
maybe i'll start another image cos that one is a bit old:jumpy: :D :p :cool: :banana: |
Post by Weevil // Nov 20, 2006, 11:16pm
Weevil
Total Posts: 534
|
My apologies about that last one, I won't go to the trouble of embarresing who it was because he is a member. Not my fault.
and about the double post |
|