Chaos Fighter help needed. [pics!]
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- Youngling
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Chaos Fighter help needed. [pics!]
Ok people, i'm making a nice CG Battlefleet Gothic fleet movie showing off the chaos ships i've done. *(Will eventually try for one of every race except Tyranids, I suck at organic modelling...)*
But some help is needed, i've prepared a low poly doomfire bomber and will soon be doing a swiftdeath.
Here is the part I need help with, I can't find what they are armed with anywhere. Does anyone know and is kind enough to share that knowledge with me...
Here are the Low poly pics.
And because I am kind and caring. (Not likely, it's closer to boasting...) Here are some pics of a Devastation Class Cruiser i'm preparing for the animation.
[/list]
But some help is needed, i've prepared a low poly doomfire bomber and will soon be doing a swiftdeath.
Here is the part I need help with, I can't find what they are armed with anywhere. Does anyone know and is kind enough to share that knowledge with me...
Here are the Low poly pics.
And because I am kind and caring. (Not likely, it's closer to boasting...) Here are some pics of a Devastation Class Cruiser i'm preparing for the animation.
[/list]
Reality is like a kick in the balls, you see something you like and WHAM!
- Stormbringer
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- Youngling
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Got all the BFG stuff but it doesn't give the details for strike craft sadly. (Or decent pictures of them...)
Sorry bout the connection, should've warned in the title that there were pictures.
And here is another, a WIP shot of the Swiftdeath.
Sorry bout the connection, should've warned in the title that there were pictures.
And here is another, a WIP shot of the Swiftdeath.
Reality is like a kick in the balls, you see something you like and WHAM!
- LaserRifleofDoom
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- Youngling
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The fighters aren't meant to hold to close examination, they give me something to fly amongst the cruisers, battleships, escorts and Blackstone fortresses during the animation.
But 2 Things.
1: AMP?? Wheres that... forget it i'll find it.
2: Can I edit it to place a 56k warning, if not can a mod please add it.
But 2 Things.
1: AMP?? Wheres that... forget it i'll find it.
2: Can I edit it to place a 56k warning, if not can a mod please add it.
Reality is like a kick in the balls, you see something you like and WHAM!
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- Youngling
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- Elheru Aran
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Check Forgeworld, they have a few Chaos vessels.
Here:
Hellblade fighter: http://www.forgeworld.co.uk/hellblade.htm
Hell Talon fighter/bomber: http://www.forgeworld.co.uk/helltalon.htm
Dreadclaw assault pod: http://www.forgeworld.co.uk/dreadclaw.htm
Here:
Hellblade fighter: http://www.forgeworld.co.uk/hellblade.htm
Hell Talon fighter/bomber: http://www.forgeworld.co.uk/helltalon.htm
Dreadclaw assault pod: http://www.forgeworld.co.uk/dreadclaw.htm
It's a strange world. Let's keep it that way.
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- Youngling
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Thanks mate, I have most of them saved to the HD already.
The two fighters are short range atmospheric fighters primarily. (Source: Double Eagle, Dan Abnett)
As for the Dreadclaw.... I dunno if i'll do any scenes involving assault craft. *Mostly because i'm scared of not doing the Dreadclaw justice.*
The two fighters are short range atmospheric fighters primarily. (Source: Double Eagle, Dan Abnett)
As for the Dreadclaw.... I dunno if i'll do any scenes involving assault craft. *Mostly because i'm scared of not doing the Dreadclaw justice.*
Reality is like a kick in the balls, you see something you like and WHAM!
- NecronLord
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This goes to AMP.
Superior Moderator - BotB - HAB [Drill Instructor]-Writer- Stardestroyer.net's resident Star-God.
"We believe in the systematic understanding of the physical world through observation and experimentation, argument and debate and most of all freedom of will." ~ Stargate: The Ark of Truth
"We believe in the systematic understanding of the physical world through observation and experimentation, argument and debate and most of all freedom of will." ~ Stargate: The Ark of Truth
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- Youngling
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Just one query, the fighters/bombers in BFG are supposed to be about the same size as a jumbo jet, according to one of the quotes, and much bigger than the atmospheric 1-2 man fighter craft, but with the size of that cockpit window it looks like a teeny one man type. Is that all meant to be a crew compartment?
Just a note for the textureing: I know this is still WiP but that procedural map (i guess it´s a noise map on the fighters and whatever it is on the carrier) doesn´t look very good. Procedural maps can be very cool because you don´t have to unwrap the beast but in this case i don´t think they´re applied very well.
The orange spots on the first fighter "bite" the red color.
The blob thingies on the carrier look really bad. The sturtcture doesn´t fit to a ship like this at all.
Is that map in the bump slot as well? Looks a bit like it.
And the size of the noise map of the station is way too small. It looks like a plastic model over which somebody sprayed specles with a dirty toothbrush. Also the contrast between the light gray and dark gray parts is too hard.
If you want to use procedural mapping on this thing i suggest wrapping up several maps into each other using mix maps.
Here´s a cool tutorial for that. It´s for Max but you can just do the same in whatever 3D package you´re using. It´s for an organic object but to understand procedurals it´s very good.
Complex Shaders
And for renderings like this it´s allways good to kick in some GI if your package supports it (and most do.). It´s doesn´t take long to add and makes the result 10 times better.
If you don´t want to spend time on texturing it yet i suggest rendering it in plain gray or something like that. It just looks better.
I´d also reduce the intensity and perhaps the size of the Glow you´re using for that lights. More doesn´t necessarily equal better.
The orange spots on the first fighter "bite" the red color.
The blob thingies on the carrier look really bad. The sturtcture doesn´t fit to a ship like this at all.
Is that map in the bump slot as well? Looks a bit like it.
And the size of the noise map of the station is way too small. It looks like a plastic model over which somebody sprayed specles with a dirty toothbrush. Also the contrast between the light gray and dark gray parts is too hard.
If you want to use procedural mapping on this thing i suggest wrapping up several maps into each other using mix maps.
Here´s a cool tutorial for that. It´s for Max but you can just do the same in whatever 3D package you´re using. It´s for an organic object but to understand procedurals it´s very good.
Complex Shaders
And for renderings like this it´s allways good to kick in some GI if your package supports it (and most do.). It´s doesn´t take long to add and makes the result 10 times better.
If you don´t want to spend time on texturing it yet i suggest rendering it in plain gray or something like that. It just looks better.
I´d also reduce the intensity and perhaps the size of the Glow you´re using for that lights. More doesn´t necessarily equal better.
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- Youngling
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Steel: I know, they aren't meant to hold up to close scrutiny. They are for mostly distance shots, I will someday make a more scale-correct model for both.
salm: About the first fighter, I don't get what your saying, I don't see any orange spots.
Yes they are procedural maps on everything using a Plugin called symbiontMAX, And the blob things on the carrier I assume your referring to one of my earlier attempt to add lights. That will change, drastically...
Thanks for the link to that tutorial, I can always use a new tut.
GI is actually the only lightsource in the scenes.
Also this is pretty much the limit on my texturing ability.
I couldn't make a texture and map it onto a model if you threw an instruction manual in my face on how to do so. As such I now rely on Symbiont Max.
More updates today.
salm: About the first fighter, I don't get what your saying, I don't see any orange spots.
Yes they are procedural maps on everything using a Plugin called symbiontMAX, And the blob things on the carrier I assume your referring to one of my earlier attempt to add lights. That will change, drastically...
It's a 30 Kilometre long planet destroying warship, that texture is designed to hold up to extremely close scrutiny. Naturally at a distance it begins to look spotted, also most of these are based of plastic models. *Pointed out for Irony's sake*And the size of the noise map of the station is way too small. It looks like a plastic model over which somebody sprayed specles with a dirty toothbrush. Also the contrast between the light gray and dark gray parts is too hard.
Thanks for the link to that tutorial, I can always use a new tut.
GI is actually the only lightsource in the scenes.
Also this is pretty much the limit on my texturing ability.
I couldn't make a texture and map it onto a model if you threw an instruction manual in my face on how to do so. As such I now rely on Symbiont Max.
More updates today.
Reality is like a kick in the balls, you see something you like and WHAM!
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- Youngling
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Why does a starship need smokestacks? Is it powered by Chaos berzerkers shoveling coal into giant furnases or something?
Zor
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HAIL ZOR! WE'LL BLOW UP THE OCEAN!
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- Youngling
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- Youngling
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Inquisitor Ryan wrote: salm: About the first fighter, I don't get what your saying, I don't see any orange spots.
I´m talking about this one:It's a 30 Kilometre long planet destroying warship, that texture is designed to hold up to extremely close scrutiny. Naturally at a distance it begins to look spotted,
and it looks like speccled by a toothbrush. Real planet destroying warship never look like they´ve been treated with a dirty toothbrush. Even from really far away or really close up. Your shades of gray are too far appart and the size is too small.
I´d try a fairily large noise map with another noise map in each slot which again is fairily large.
Like this:
Make the two colors of these two noise maps close togeter like on color 134/134/134 and the other 94/94/94.
I mean like this:
Then the question of course is do you want your cg models to look like plastic models.also most of these are based of plastic models. *Pointed out for Irony's sake*
Honestly? In which way. This doesn´t look GI at all. The Max skylight for one generates these typical - how do you say - ambient occlusion shadows as seen in the teapot image which are not there in your renders. Also if you render with a skylight you don´t get these speculars which can be seen in these images.GI is actually the only lightsource in the scenes.
This is not really that important now because you´ll do the lighting and rendersetup later on, i´m just noting that it looks nicer for wip images like these.
Aye, unwraping is a bitch, i know what you mean.Also this is pretty much the limit on my texturing ability.
I couldn't make a texture and map it onto a model if you threw an instruction manual in my face on how to do so. As such I now rely on Symbiont Max.
Here´s another plugin that might be interesting for you:
Greeble
I could imagine that this combined with a couple of noise maps looks quite good. I mean if you use the noise maps as posted above and put 4 different greebles with slightly different colors and brightness but same size and offsets into the noise maps map slots.
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- Youngling
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Greeble is a major part of all these models so far. (Especially the Planet Killer
As for the rest, i'll see what I can do, I still don't see the Orange spots but that could be a difference in the brightness settings of out computers.
As for the rest, i'll see what I can do, I still don't see the Orange spots but that could be a difference in the brightness settings of out computers.
Reality is like a kick in the balls, you see something you like and WHAM!
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- Youngling
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- Youngling
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Hmm, I'd guess Iconoclasts, am I right?Inquisitor Ryan wrote:Ok more updates on the models. Two new classes., cookies to the first person to guess them.
A cookie to the first person to guess the new ship...
http://i79.photobucket.com/albums/j134/ ... oclast.jpg
http://i79.photobucket.com/albums/j134/ ... clast2.jpg
http://i79.photobucket.com/albums/j134/ ... clast3.jpg
http://i79.photobucket.com/albums/j134/ ... kgroup.jpg
The task group looks like a Styx being escorted by the Iconoclasts.
Do I get a cookie?
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- Youngling
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