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Posted: 13 Mar 2007 11:19
by Wacki
Ben: This is your camera setting, whitch you send me. It is better :?: :roll: But your light setting is unusable for me, because it is more bright!!! Can you get some basic setting for 3DS MAX on wiki page???

And I make new model - Bakewell Luckett LB80. But it is still uncoplete.

Posted: 13 Mar 2007 11:20
by virusse
Wacki wrote:Hi, I remake Samson U52. So I hope, that like you :?: :)
A really nice plane. But the surface of the U52 is too smooth. Hugo Junkers constructs his first aero planes with a platting of corrugated iron, which makes the hole construction stiffer. If you look at this site, you can see the corrugated platting: Link

Posted: 13 Mar 2007 11:26
by brupje
update

Posted: 13 Mar 2007 12:00
by Wacki
virusse wrote:
Wacki wrote:Hi, I remake Samson U52. So I hope, that like you :?: :)
A really nice plane. But the surface of the U52 is too smooth. Hugo Junkers constructs his first aero planes with a platting of corrugated iron, which makes the hole construction stiffer. If you look at this site, you can see the corrugated platting: Link
Yes, you have true, but I'been thinking, that it is nicer. And I think, that needn't be so much realistic??!

Posted: 13 Mar 2007 12:17
by brupje
Wacki wrote:
Yes, you have true, but I'been thinking, that it is nicer. And I think, that needn't be so much realistic??!
I think your planes are great. In game that sort of details aren't noticable anyway, I think. The white material might mirror too much though.

Posted: 13 Mar 2007 13:36
by ZxBiohazardZx
Ben_Robbins_ wrote:Wacki: Can you render in isometric (orthographic) user view, with the light setup and to scale. I think once you do that it will look so different from how it looks in those renders, than any current opinions on your renders will be kinda irrelevent.

ZxBiohazardZx: Build the model in its most basic form to start with, and make up a model out of a few basic cubes. Then recreate that over all shape with the amount of polys based on how many you think you will need for the main body shape. Then extrude and model all the elements. Then gradually add detail making it more complex layer by layer.
problem is i suck @ blender atm, im doing A LOT of " n00b to pro" stuff, but sometimes i really dont understand/see what they want me to do:P adding im not really a person who likes to draw A LOT, i just love to see all your work and im trying to do something myself:P

Posted: 13 Mar 2007 14:26
by ZxBiohazardZx
http://doug.mudpuddle.co.nz/gallery/mai ... 2.png.html

looks amazing, i want to do that later on:P

Posted: 13 Mar 2007 16:02
by Ben_Robbins_
Wacki, The Max light set up is done so that the darkest and lightest colours are all posible, as well as being as close to the blend renders as posible. (I think its set to the latest .blend lightsetup..I'll check it again) You need to set The Maps Outputs RGB Level lower. I would suggest about 0.3

If your not shore where that is, its in the material editor, Go to the maps, and go to diffuse. Its in the Drop down Output Menu.

Posted: 13 Mar 2007 23:14
by TagDaze
Here's my HQ3 for now.

To do:
- Add grass to the big square.
- Texture the windsock and its pole.
- Add furniture inside building.

Suggestions and feedback are welcome. For today, this is it:

Posted: 13 Mar 2007 23:21
by Psistorm
my suggestion would be to try and find better textures for it. my first impression was like "woah prison" - right now the building has a quite hostile feel to it, not really like anything the player would identify with.

Posted: 14 Mar 2007 00:21
by CryingCorvus
Looks like building from Fallout game :x IMO original grass square looks much better than this bunker concrete. It need's some colours really

Posted: 14 Mar 2007 03:15
by WWTBAM
Psistorm wrote:my suggestion would be to try and find better textures for it. my first impression was like "woah prison" - right now the building has a quite hostile feel to it, not really like anything the player would identify with.
CryingCorvus wrote:Looks like building from Fallout game :x IMO original grass square looks much better than this bunker concrete. It need's some colours really
TagDaze wrote:Here's my HQ3 for now.

To do:
- Add grass to the big square.
- Texture the windsock and its pole.
- Add furniture inside building.

Suggestions and feedback are welcome. For today, this is it:

Posted: 14 Mar 2007 05:21
by Alltaken
TagDaze wrote:Here's my HQ3 for now.

To do:
- Add grass to the big square.
- Texture the windsock and its pole.
- Add furniture inside building.

Suggestions and feedback are welcome. For today, this is it:

cool lots of potential there. you using blender or something else?

Alltaken

Posted: 14 Mar 2007 07:23
by DeletedUser21
It looks cool! I´ll look forward to the finished work. :)
But one minor point:

Shouldn´t there be the wall visible trough the window?
As if the building has only it´s front walls. :P

I marked it with red where I think it´s a see-trough building. :P

Posted: 14 Mar 2007 10:29
by TagDaze
Alltaken wrote:you using blender or something else?
I use 3ds max 9.

Yes guys, I know it looks all like bricks and concrete now, but that is because, SURPRISE, it IS all brick and concrete right now! :P
But as robotboy pointed out so eloquently, the grass will be on there. The grass will make a LOT of difference.
Mr. X wrote:Shouldn´t there be the wall visible trough the window?
As if the building has only it´s front walls. :P

I marked it with red where I think it´s a see-trough building. :P
That's just the lighting. The wall is there, as you can see in the attachment. :)

Question: As this is an HQ, it should, of course, have a teamspecific colour right? Colouring the whole roof seems so out of place and drastic. Mind if we switch to the windsock for the company colour?

Posted: 14 Mar 2007 11:34
by Need_Help
You should apply more bump/displacement on the wall so that it has 'single' bricks instead of a 'flat' wall. Same as all the materials, you need to apply bump/displacement map to make it looks real. I am the user of Max 8 for quite a long time, so I know almost everything about that.

Thanks :)

Posted: 14 Mar 2007 13:28
by richk67
TagDaze wrote:Question: As this is an HQ, it should, of course, have a teamspecific colour right? Colouring the whole roof seems so out of place and drastic. Mind if we switch to the windsock for the company colour?
Just a little suggestion: why not have a limousine parked outside - perhaps a Rolls Royce Silver Ghost, or something, that is done in the company colour. It will then stand out quite clearly, whereas the flag may be a little small.

Another idea is to have the window trim in company colour, and perhaps a sign board at the entrance.

I like the dull look to it - very much a transport depot office building of circa 1950-60.

Posted: 14 Mar 2007 14:24
by brupje
TagDaze wrote:
Alltaken wrote:you using blender or something else?


Question: As this is an HQ, it should, of course, have a teamspecific colour right? Colouring the whole roof seems so out of place and drastic. Mind if we switch to the windsock for the company colour?
Remember that when fully zoomed out, the color must still be visible :) Maybe add a entrance fench in company colors or something

Posted: 14 Mar 2007 15:02
by TagDaze
Need_Help wrote:You should apply more bump/displacement on the wall so that it has 'single' bricks instead of a 'flat' wall. Same as all the materials, you need to apply bump/displacement map to make it looks real. I am the user of Max 8 for quite a long time, so I know almost everything about that.
Thanks :)
I've also been using Max 8 quite some time myself and Max 9 is not that much different.
I also feel bump mapping is not quite necessary, as the model will eventually be a mere sprite, and shadows will only make the edges more visible. I will probably add bump mapping near the end of the modeling process, as to save rendering time.
richk67 wrote:Just a little suggestion: why not have a limousine parked outside - perhaps a Rolls Royce Silver Ghost, or something, that is done in the company colour. It will then stand out quite clearly, whereas the flag may be a little small.
That is a very good idea, actually. The Rolls should also bring some life into the scene. I am not good at modeling Rolls Royces, though. :P

Posted: 14 Mar 2007 18:53
by Born Acorn
richk67 wrote:
TagDaze wrote:Question: As this is an HQ, it should, of course, have a teamspecific colour right? Colouring the whole roof seems so out of place and drastic. Mind if we switch to the windsock for the company colour?
Just a little suggestion: why not have a limousine parked outside - perhaps a Rolls Royce Silver Ghost, or something, that is done in the company colour. It will then stand out quite clearly, whereas the flag may be a little small.

Another idea is to have the window trim in company colour, and perhaps a sign board at the entrance.

I like the dull look to it - very much a transport depot office building of circa 1950-60.
Perhaps a car like that for the largest HQ. A cheaper car would work for stage three. :p