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 Post subject: Re: W.I.P Liners OXP
PostPosted: Sun Apr 10, 2011 6:36 pm 
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Now that is looking good. May look nicer without the model's edge-lines in it (especially at the back and around the engines and the bridge area) but that's just judging from a simple static image.
And I guess that's the parts where it isn't textured yet (especially at the back and around the engines). So I think the edges will go away with the ongoing texturing.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Sun Apr 10, 2011 8:37 pm 
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Quote:
Quote:
Now that is looking good. May look nicer without the model's edge-lines in it (especially at the back and around the engines and the bridge area) but that's just judging from a simple static image.
And I guess that's the parts where it isn't textured yet (especially at the back and around the engines). So I think the edges will go away with the ongoing texturing.
That is indeed the reason :D

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Sat Apr 16, 2011 2:44 pm 
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Update: Emerald Texture done. Now starting on the emission map. Slow work.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 6:30 pm 
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Some images of the newly skinned Emerald in orbit around Anenveza:

In orbit:
(a jump gate can be seen lower-left, but it is about 25-30km in the distance)
Image

Front view:
Image

Below view:
Image

Aft view:
Image

Launching shuttles:
Image

As noted the shuttles themselves aren't skinned yet, and only the diffuse map is done on the ship itself. But it looks nice to me so far :) The shot only shows 2 shuttles launching together, but it can fire off up to 4 simultaneously plus of course other stuff from tghe main docking bay itself.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 6:37 pm 
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Coming along nice. Can you adapt the OXP in such a way that it supports the emission map?

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 6:54 pm 
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The edged around front and read could need some smoothing, don't you think?

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 7:16 pm 
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Smoothing could be good. Would be even better if someone (Griff ? :roll: ) could help with making a normalmapped version of it.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 9:05 pm 
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Quote:
Coming along nice. Can you adapt the OXP in such a way that it supports the emission map?
Emission map? Did I miss something? The zip file only had I think the diffuse map in it, or am I getting confused?

If it is all in that png file then if someone can guide on what needs to be done in the shipdata entry I'm happy to try it

Personally I like the front and rear as they are. Its the original texture lines around the bridge area that are a little strong still in the texture for me

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 9:47 pm 
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It looks really - massive - even without other things to give it a sense of scale which is an achievement - it's a lovely texture BUT something that massive without an underlying normal map - the texture just looks wrong at acute angles.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 11:44 pm 
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Sorry Thargoid. I forgot to include it in the Zip file. I rezipped it and sent you a pm. If you don't know how to include it you can ask it to Smivs.

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Mon Apr 18, 2011 11:45 pm 
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@ Daddyhoggy. I used one of your engine glows in this texture so you could say this cruiser has 4 StarHoggy engines :D .

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Tue Apr 19, 2011 6:11 pm 
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@ Daddyhoggy. I used one of your engine glows in this texture so you could say this cruiser has 4 StarHoggy engines :D .
So you did! 8) :D Splendid!

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Tue Apr 19, 2011 7:29 pm 
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OK, the Emerald now with added emission map...

Image

Image

Image

The texture is flickering a little bit on my (brand new) work machine around the shuttle bays, but at least I've got full shaders now :mrgreen:

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Tue Apr 19, 2011 7:46 pm 
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That's looks really lovely Guys! Can't wait to see what your going to whip up next Thargoid now you've got a shader capable machine!
the flickery texture might be caused by 'z-fighting', you haven't accidentally doubled up on polygons somewhere around there or something?
and *me purely being nitpicky* in the middle screenshot, in the sloping bit at the back, it might be worth spinning one of those edges to give that bit better symmetry, it looks a bit odd at the moment, there's a diagonal stripe of shadow happening there

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 Post subject: Re: W.I.P Liners OXP
PostPosted: Tue Apr 19, 2011 8:35 pm 
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and *me purely being nitpicky* in the middle screenshot, in the sloping bit at the back, it might be worth spinning one of those edges to give that bit better symmetry, it looks a bit odd at the moment, there's a diagonal stripe of shadow happening there
In my few experiences with Wings3D I noticed that it sometimes screws up the normals during exporting, leading to symptoms like the weird shadow. In these cases I have opened the OBJ or DAT file in DryDock and used its 'recalculate normals' option.

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