Jump to content


Photo

2d&3d References: merged topics


  • Please log in to reply
80 replies to this topic

#1 Crix Dorius

Crix Dorius

    Alien Concept Task Force

  • Xenocide Inactive
  • 114 posts

Posted 10 March 2003 - 11:50 AM

What kind of Poly's we use ?!?

Tri-Poly's or Quad-Poly's ?!? :blink:
"Jeder ist seines Glückes Schmied , auch wenn das Glück im Tode liegt"

#2 Guest_stewart_*

Guest_stewart_*
  • Guests

Posted 10 March 2003 - 12:08 PM

Hmm? I'll have to dig through my old linear algebra texts. My gut feeling is "Tri's" but there may be some advantage to using properly maintained "quad's".

#3 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 10 March 2003 - 02:02 PM

What kind of program fo you have? I do not know anything about that, so i want to know too.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#4 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 10 March 2003 - 03:16 PM

What kind of Poly's we use ?!?

Tri-Poly's or Quad-Poly's ?!?  :blink:

Its mostly the same... prefer Tris cause they are easier to implement, and Milkshape already stored them as tris, but its the same provided that can be exported to a format milkshape can load...

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#5 ApOcaLyPSe_1985

ApOcaLyPSe_1985

    Sergeant

  • Forum Members
  • PipPipPip
  • 71 posts

Posted 11 March 2003 - 11:35 AM

Go for tris, not quads.
Actually, I don't have a idea why a quad would be better then a triangle :D
I worked with triangles all the time, never did quads.

#6 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 18 March 2003 - 02:48 AM

I thought it might be agood idea to have a page to external links relating to the art side of the project.

http://gw.marketingd...ts/planets.html
This is a map page with all the planets. Some have specularity and heghtmaps on. There are some nice earth maps here.

http://www.3dlinks.com/
Loads of links and reviews to some professional software and models.

http://www.lightwave...m/textures.html
Lots of interesting textures, especially a tileable ashpalt texture. There are other sections too.

I'll add more when I find them. If anyone else has useful links pop em in here :)

#7 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 20 March 2003 - 11:13 AM

those planets are really good!

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#8 jfranzen

jfranzen

    Sergeant

  • Forum Members
  • PipPipPip
  • 53 posts

Posted 20 March 2003 - 12:00 PM

Here's a decent texture resource:

http://textures.forrest.cz/

And there's quite a few great models at:

http://scifi3d.theforce.net/

J^2

#9 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 23 March 2003 - 01:53 PM

Real Weapon page

It got grrrrreat pics of real weapons. There are more pics on the site, but thos is the needed ones.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#10 ApOcaLyPSe_1985

ApOcaLyPSe_1985

    Sergeant

  • Forum Members
  • PipPipPip
  • 71 posts

Posted 26 March 2003 - 05:03 PM

Hey, I made a thread about 2D/3D/Animation.
I have researched this personally, and only the best is listed here. Most links and books are aimed at the beginning/advanced artist.

Look here

#11 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 28 March 2003 - 08:16 AM

I'm posting the screenshots I've been using as a reference base for the new art on the geoscape. It isn't complete as there are a heck of a lot of screens in Xcom but these are the ones I've made use of. If anyone needs something specfic, put up a request and I'll post those pics too. All images used are the copyright of Microprose and used without permission. They do not represent xenocide in any way.

Pic 1

Attached Files

  • Attached File  ref1.png   431.28K   25 downloads


#12 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 28 March 2003 - 08:22 AM

Pic 2

Attached Files

  • Attached File  ref2.png   486.14K   21 downloads


#13 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 28 March 2003 - 08:27 AM

Pic 3

Attached Files

  • Attached File  ref3.png   375.33K   23 downloads


#14 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 28 March 2003 - 08:31 AM

Pic 4 and last one.

Oops sorry Micah, the images were much bigger than I thought. I've shrunk the file sizes now :blink:

Attached Files

  • Attached File  ref4.png   323.58K   26 downloads

Edited by Deimos, 28 March 2003 - 08:38 AM.


#15 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 28 March 2003 - 12:17 PM

File size is no longer a problem, Deimos. Post your heart out.

#16 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 28 March 2003 - 05:52 PM

Heh, the images were about 1.5mb a piece. I only realised when I loaded the page in that it might be a problem for everyone else, especially people still on dial up. they're a snip at 500k now :)

#17 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 02 April 2003 - 02:36 PM

This is a link to a site about "aliens" colonial marines weapons and equipment.

mmmmmm big guns.........:-)

http://www.tassie.ne...ns/weapons.html

#18 Lambers

Lambers

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 02 April 2003 - 02:43 PM

heh, just finished watching Aliens about 15 min ago :)

-Lambers

#19 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 15 April 2003 - 12:24 PM

I'm starting to look for a pipeline for our animated stuff in conjunction with RK.
So here are some questions for any of you good people out there with animator hats on.

What package would you prefer to animate in?

I'll look at Gmax/Max, I have had a brief look at Milkshape. I'll also see whether Maya PLE can export something useful.

I'm thinking that we should use an existing export format of some kind rather than write our own plugins/exporters, something like half-life or Unreal Tournament or maybe plain old Ascii.
So any ideas on that would be useful as well. (something with multiple influences per vertex would be nice.)

We could do with something that exports an easily usable format.

Discuss :D

regards
-Drewid

#20 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 15 April 2003 - 12:53 PM

Sorry I should have make it clearer. I'm talking about in-game characters rather than pre-rendered cutscene animation

#21 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 15 April 2003 - 01:17 PM

IIRC Gmax is locked into the .gmax format. There are import plugins around on the net that allow .3ds. I think there are developer packs available from Discreet but they're targetted at companies and aren't free.

Blender 2.25 had some sort of game support but I didn't know exactly what it had in it.

Milkshape is probably the base as it can export quite a few different game model formats. If we are using the last hope models which are going to be half life models it might be a good idea to stick with HL models.

I've no idea about Maya ple as I haven't played around with it.

There was some discussion about using .3ds for models before but I haven't kept up to date on the requirements of the 3d side.

#22 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 15 April 2003 - 01:53 PM

The 3ds format doesn't cover bones and vertex influences.

I have to say I'd rather not use Milkshape myself, I'm not keen on the animation workflow. But I'm having some trouble getting the half-life exporter working with Max. so I might end up using Milkshape after all.

#23 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 19 April 2003 - 02:25 PM

What is the diffrence? do you mean i have to chop all the polys in 2? boy, that would raise polycount a tad or 2!

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#24 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 19 April 2003 - 04:30 PM

What is the diffrence? do you mean i have to chop all the polys in 2? boy, that would raise polycount a tad or 2!

The video card will do it anyways...

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#25 Breunor

Breunor

    Creative Text Department

  • Xenocide Inactive
  • 3,234 posts

Posted 19 April 2003 - 05:50 PM

I originally used Rhinocerous for 3D modelling, and it could be set to use quads. It was used because Total Annihilation models had to be quads, I guess the engine it used preferred them. What program are you using mikker? It sounds like it defaults to quads?

#26 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 20 April 2003 - 04:18 AM

3Ds maxi. It always uses quads...Or atleast does not show it to me. Unless you chop, connect corners, or changes to entire thing to editable patch, then it chops automaticly, i see it as quads.

If i chop enything in two, then it raises polycount from 1246, to 2746 :wacko:

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#27 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 20 April 2003 - 04:20 AM

this is what i see (isnt it quads?):

Attached Files

  • Attached File  quad.jpg   26.96K   17 downloads

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#28 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 20 April 2003 - 10:16 AM

http://www.aleinn.co...ts/aircraft.htm This is one link I suggest anyone working on aircraft designs go take a look at. Some very interesting stuff contained within.

http://www.voodoo.cz/yf23/info.html Is about the YF23. The site has a lot more planes.

#29 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 20 April 2003 - 02:51 PM

Max shows 'hard edges' as solid lines, it defaults to displaying them as quads but they are actually two tris anyhow. I bet if you make all the soft edges visible it won't change the poly count.

#30 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 21 April 2003 - 06:40 AM

Thanks drewid. Now i know i aint doing it wrong :D

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#31 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 24 April 2003 - 09:23 AM

This is a link to a site about "aliens" colonial marines weapons and equipment.

mmmmmm big guns.........:-)

http://www.tassie.ne...ns/weapons.html

Posted Image

Hehe....I have this on as a custom skin for counter-strike. It has already been modeled.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#32 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 21 May 2003 - 09:34 AM

This is a texture for use on the human craft that dont use the alien niobium texture.

For scale this 256x256 texture works out at about 10cm per pixel
or roughly 2.5m square. It tiles in both directions.

have camoflaged fun

Attached Files

  • Attached File  Camo.png   147.71K   14 downloads


#33 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 21 May 2003 - 03:13 PM

Excellent texture and funnily enough very close to what I had pictured in my mind's eye.

#34 Breunor

Breunor

    Creative Text Department

  • Xenocide Inactive
  • 3,234 posts

Posted 21 May 2003 - 03:44 PM

That will work very well as a camo texture. It should look very nice. Hopefully we can swap out textures if they're designed to match each other in scale. I'll tack this one into the asset list.

#35 Breunor

Breunor

    Creative Text Department

  • Xenocide Inactive
  • 3,234 posts

Posted 21 May 2003 - 03:51 PM

Assetlist is updated. Can't wait to see that Osprey textured up. So nice! :rock:

#36 Cubik

Cubik

    Captain

  • Forum Members
  • PipPipPipPip
  • 270 posts

Posted 03 June 2003 - 07:54 AM

Could you add all the Ufopedia pics of the aliens? It would be really useful for the modelers who hasn't gotten that far into the game :P. Not that we could use them right from the game, but they could serve as inspiration.

#37 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 03 June 2003 - 09:28 AM

http://www.xcomufo.com/aliens.html

#38 zwn

zwn

    Programming Department

  • Xenocide Inactive
  • 51 posts

Posted 12 June 2003 - 12:54 PM

hi guys, i'm just popping in because i have found a nice font that MAY be useful for you...
it generates an alien head with every letter you type. i used it in photoshop7 to create an alien head with some blend fx for a test - i like it.
i got it from Fontasy.de - there are a LOT more for free uncommercial use.

just a suggestion

Attached Files


Edited by zwn, 12 June 2003 - 12:55 PM.


#39 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 19 June 2003 - 04:23 AM

they are nice, but i can't set a use for them.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#40 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 24 June 2003 - 06:20 PM

Firstly before anyone complains about the subject material, don't. RK asked me to post this as an example of how our animatable models should look.

The wireframe view of this soldier is rigged up in a way to make matrix skinning not only possible but easier. Take a look at the joints area and you'll see that all the polys are roughly the same size. This makes them easier to deform without tearing and showing faults. If you can make sure your models have a similar system in place so we can animate them easier.

There are some more pics here of the process.
The pic is here

Edited by Deimos, 25 June 2003 - 09:49 AM.


#41 Breunor

Breunor

    Creative Text Department

  • Xenocide Inactive
  • 3,234 posts

Posted 01 July 2003 - 03:18 PM

This site has Cosmos4D IDE, which allows you to import 3D models and manipulate them in a variety of ways. One of the options is for animations, perhaps this tool could be used for making the X-Net animations? I haven't used the software, just came across it, so if it makes your PC explode and shoots glass shards into your eyes, it's your fault -_- If somebody wanted to animate models but didn't have a 3D app to use, this could be an option I guess.

There's also GaiaCad for planet manipulation, but I expect those bases are covered by RK already.

Has anybody had any experience with these apps?

#42 Anglachel

Anglachel

    Captain

  • Forum Members
  • PipPipPipPip
  • 182 posts

Posted 04 July 2003 - 09:43 AM

There is also anim8tor, another free one.

#43 Cubik

Cubik

    Captain

  • Forum Members
  • PipPipPipPip
  • 270 posts

Posted 16 July 2003 - 03:24 AM

Is there any way to force 3Dstudio to render wireframe when AA is turned off? The shadows render as wire but not the geometry...

#44 ApOcaLyPSe_1985

ApOcaLyPSe_1985

    Sergeant

  • Forum Members
  • PipPipPip
  • 71 posts

Posted 17 July 2003 - 12:46 PM

I had this problem also, unfortunatly I don't know the solution.
However, I've found another solution. But it requires for you to have a card that supports nice FSAA. My nvidia card supports to 8x, so all I do is set it on 8x and take a screenshot of my viewport.

#45 LordT

LordT

    Captain

  • Forum Members
  • PipPipPipPip
  • 715 posts

Posted 17 July 2003 - 02:24 PM

Sorry to go off-topic but... where'd you come from Apoc? It's been a while :blink:
lasthopemod.com seems down?
Take your time and submit a name to the Names Database.

Resistance is futile! (if < 1 ohm)

#46 Cubik

Cubik

    Captain

  • Forum Members
  • PipPipPipPip
  • 270 posts

Posted 17 July 2003 - 02:41 PM

Ok APOC, thanks anyway.

#47 ApOcaLyPSe_1985

ApOcaLyPSe_1985

    Sergeant

  • Forum Members
  • PipPipPip
  • 71 posts

Posted 17 July 2003 - 03:08 PM

Hehehe, i've jumped out of nowhere ^_^
And yes lasthopemod is down, cause I didn't payed my host on time.
My bad :hammer:
It will return, as soon as I pay him.

Btw, did it work for you Cubik?

Edited by ApOcaLyPSe_1985, 17 July 2003 - 03:09 PM.


#48 Cubik

Cubik

    Captain

  • Forum Members
  • PipPipPipPip
  • 270 posts

Posted 18 July 2003 - 03:44 AM

It did, but since I'm doing a animation...

#49 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 18 July 2003 - 06:04 AM

can you fiddle with the anti-aliasing settings to render with anti-aliasing, but not get any effect. like setting the filter size to 0.000001 or something??

#50 Cubik

Cubik

    Captain

  • Forum Members
  • PipPipPipPip
  • 270 posts

Posted 19 July 2003 - 07:45 AM

Exellent suggestion, drewid. The problem is that the lines still gets noticeably smoothend by the AA effect. Do you have any more ideas? I'm getting desparate here.

Edited by Cubik, 19 July 2003 - 07:46 AM.