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#151
Posted 10 July 2003 - 06:59 AM
#152
Posted 10 July 2003 - 08:34 AM
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#153
Posted 10 July 2003 - 09:11 AM
One thing I'm curious about is how the engine will handle each model's grouping names and material names. For example, if every model has "material 1", "material 2", etc. will that make any difference? This was brought up a while back and might still be irrelevent. But perhaps each group name in the model should include a prefix scheme like we discussed a while back just in case?
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#154
Guest_drewid_*
Posted 10 July 2003 - 12:44 PM
I'll be doing the texturing in Maya and then sorting names on the conversion next time. Maya handles its materials in a different way than the Max multisubobject malarky. I'll see how it works on the conversion.
#155
Posted 11 July 2003 - 11:02 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#156
Posted 12 July 2003 - 07:20 PM
major diferances are the generators replacing the ordinance delivery system and the new cannon thanks to Mikker. (made a few changes.)
From here out the only differance will be the turret in the middle and for stuff like plasma and laser I'll try to rearance it to make it a little more obviously different.
Attached Files
Digital Equinox
#159
Posted 12 July 2003 - 08:26 PM
#160
Guest_drewid_*
Posted 13 July 2003 - 01:24 PM
#161
Posted 13 July 2003 - 02:29 PM
Digital Equinox
#162
Posted 14 July 2003 - 11:42 AM
#163
Guest_drewid_*
Posted 14 July 2003 - 01:32 PM
#164
Posted 14 July 2003 - 02:29 PM
#165
Posted 15 July 2003 - 05:30 AM
If there are no other comments about this modules I'll move on to the remaining defense modules.
Digital Equinox
#166
Posted 15 July 2003 - 06:15 AM
Thanks!
#167
Guest_Jim69_*
Posted 15 October 2003 - 06:28 PM
I believe Drewid is doing the textures, but whoever is doing them. This is a texture that could be used for the construction table. The reason I post it is because machined table tops that are truely flat ( Grade A for anyone who is interested ) leave a specific machine mark on them that looks very simular to this, the ones I have seen are a little darker but that is probably just the metal used. The reason it is important is to test to see if a metal piece is bowed if flat and since the pattern is so specific it would be good to have it in there. Obviously the texture would need to be modiyed to be tilable etc. but here it is in it's raw state:
( sorry about size, any way of modifying the size in the IMG tag? )
#168
Posted 16 October 2003 - 08:01 AM
#169
Posted 03 March 2004 - 12:44 PM
I just hope you like them.

Robotic Arm

Microscope

Testing tubes

#170
Posted 03 March 2004 - 12:58 PM
#171
Posted 03 March 2004 - 01:23 PM
Thanks,
Digital Equinox
#172
Posted 03 March 2004 - 04:02 PM
As for the polycount
microscope 233 polygons
robotic arm 185 polygons
testing tubes 358 polygons
This is the best i can.The microscope and the testing tubes have many cylindrical parts and thats why they use more polys.
Anyway if you like them i will make attachments of the .zip files
Vaaish:Ok no problem.From now on i will make attachments of the pics i post.
#173
Posted 03 March 2004 - 05:08 PM
Digital Equinox
#174
Posted 03 March 2004 - 09:25 PM
The Captain
edit: typos
Edited by Cpt. Boxershorts, 03 March 2004 - 10:57 PM.
- A Miracle of Science

#175
Guest_drewid_*
Posted 04 March 2004 - 08:02 AM
Things to do hmmmmm....
The rails that the crane is hanging from could be a lot thicker I think. They don't look strong enought to take much load to my eye. theres no reason why they couldn't be square, which would also cut down polys,
The amount of detail is very high, might be too high for the battlescape, but don't chuck these meshes out altogether, they might easily be usable in the X-Net (for research results maybe) or in cut scenes.
#176
Posted 05 March 2004 - 04:45 PM
microscope
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#177
Posted 05 March 2004 - 04:46 PM
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#178
Posted 05 March 2004 - 04:48 PM
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#179
Posted 06 March 2004 - 09:45 AM
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.