Crix Dorius Posted March 10, 2003 Report Share Posted March 10, 2003 What kind of Poly's we use ?!? Tri-Poly's or Quad-Poly's ?!? Link to comment Share on other sites More sharing options...
Guest stewart Posted March 10, 2003 Report Share Posted March 10, 2003 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". Link to comment Share on other sites More sharing options...
mikker Posted March 10, 2003 Report Share Posted March 10, 2003 What kind of program fo you have? I do not know anything about that, so i want to know too. Link to comment Share on other sites More sharing options...
red knight Posted March 10, 2003 Report Share Posted March 10, 2003 What kind of Poly's we use ?!? Tri-Poly's or Quad-Poly's ?!? 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... GreetingsRed Knight Link to comment Share on other sites More sharing options...
ApOcaLyPSe_1985 Posted March 11, 2003 Report Share Posted March 11, 2003 Go for tris, not quads. Actually, I don't have a idea why a quad would be better then a triangle I worked with triangles all the time, never did quads. Link to comment Share on other sites More sharing options...
Deimos Posted March 18, 2003 Report Share Posted March 18, 2003 I thought it might be agood idea to have a page to external links relating to the art side of the project. http://gw.marketingden.com/planets/planets.htmlThis 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.lightwaveworld.com/textures.htmlLots 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 Link to comment Share on other sites More sharing options...
mikker Posted March 20, 2003 Report Share Posted March 20, 2003 those planets are really good! Link to comment Share on other sites More sharing options...
jfranzen Posted March 20, 2003 Report Share Posted March 20, 2003 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 Link to comment Share on other sites More sharing options...
mikker Posted March 23, 2003 Report Share Posted March 23, 2003 Real Weapon page It got grrrrreat pics of real weapons. There are more pics on the site, but thos is the needed ones. Link to comment Share on other sites More sharing options...
ApOcaLyPSe_1985 Posted March 26, 2003 Report Share Posted March 26, 2003 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 Link to comment Share on other sites More sharing options...
Deimos Posted March 28, 2003 Report Share Posted March 28, 2003 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 Link to comment Share on other sites More sharing options...
Deimos Posted March 28, 2003 Report Share Posted March 28, 2003 Pic 2 Link to comment Share on other sites More sharing options...
Deimos Posted March 28, 2003 Report Share Posted March 28, 2003 Pic 3 Link to comment Share on other sites More sharing options...
Deimos Posted March 28, 2003 Report Share Posted March 28, 2003 (edited) Pic 4 and last one. Oops sorry Micah, the images were much bigger than I thought. I've shrunk the file sizes now Edited March 28, 2003 by Deimos Link to comment Share on other sites More sharing options...
[[Micah]] Posted March 28, 2003 Report Share Posted March 28, 2003 File size is no longer a problem, Deimos. Post your heart out. Link to comment Share on other sites More sharing options...
Deimos Posted March 28, 2003 Report Share Posted March 28, 2003 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 Link to comment Share on other sites More sharing options...
Guest drewid Posted April 2, 2003 Report Share Posted April 2, 2003 This is a link to a site about "aliens" colonial marines weapons and equipment. mmmmmm big guns.........:-) http://www.tassie.net.au/~jaherne/alienhos...ns/weapons.html Link to comment Share on other sites More sharing options...
Lambers Posted April 2, 2003 Report Share Posted April 2, 2003 heh, just finished watching Aliens about 15 min ago -Lambers Link to comment Share on other sites More sharing options...
Guest drewid Posted April 15, 2003 Report Share Posted April 15, 2003 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 regards-Drewid Link to comment Share on other sites More sharing options...
Guest drewid Posted April 15, 2003 Report Share Posted April 15, 2003 Sorry I should have make it clearer. I'm talking about in-game characters rather than pre-rendered cutscene animation Link to comment Share on other sites More sharing options...
Deimos Posted April 15, 2003 Report Share Posted April 15, 2003 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. Link to comment Share on other sites More sharing options...
Guest drewid Posted April 15, 2003 Report Share Posted April 15, 2003 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. Link to comment Share on other sites More sharing options...
mikker Posted April 19, 2003 Report Share Posted April 19, 2003 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! Link to comment Share on other sites More sharing options...
red knight Posted April 19, 2003 Report Share Posted April 19, 2003 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... GreetingsRed Knight Link to comment Share on other sites More sharing options...
Breunor Posted April 19, 2003 Report Share Posted April 19, 2003 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? Link to comment Share on other sites More sharing options...
mikker Posted April 20, 2003 Report Share Posted April 20, 2003 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 Link to comment Share on other sites More sharing options...
mikker Posted April 20, 2003 Report Share Posted April 20, 2003 this is what i see (isnt it quads?): Link to comment Share on other sites More sharing options...
Deimos Posted April 20, 2003 Report Share Posted April 20, 2003 http://www.aleinn.com/black_projects/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. Link to comment Share on other sites More sharing options...
Guest drewid Posted April 20, 2003 Report Share Posted April 20, 2003 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. Link to comment Share on other sites More sharing options...
mikker Posted April 21, 2003 Report Share Posted April 21, 2003 Thanks drewid. Now i know i aint doing it wrong Link to comment Share on other sites More sharing options...
mikker Posted April 24, 2003 Report Share Posted April 24, 2003 This is a link to a site about "aliens" colonial marines weapons and equipment. mmmmmm big guns.........:-) http://www.tassie.net.au/~jaherne/alienhos...ns/weapons.htmlhttp://www.tassie.net.au/~jaherne/alienhost/uscmarines/weapons/pulserifle.jpg Hehe....I have this on as a custom skin for counter-strike. It has already been modeled. Link to comment Share on other sites More sharing options...
Guest drewid Posted May 21, 2003 Report Share Posted May 21, 2003 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 pixelor roughly 2.5m square. It tiles in both directions. have camoflaged fun Link to comment Share on other sites More sharing options...
Deimos Posted May 21, 2003 Report Share Posted May 21, 2003 Excellent texture and funnily enough very close to what I had pictured in my mind's eye. Link to comment Share on other sites More sharing options...
Breunor Posted May 21, 2003 Report Share Posted May 21, 2003 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. Link to comment Share on other sites More sharing options...
Breunor Posted May 21, 2003 Report Share Posted May 21, 2003 Assetlist is updated. Can't wait to see that Osprey textured up. So nice! Link to comment Share on other sites More sharing options...
Cubik Posted June 3, 2003 Report Share Posted June 3, 2003 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 . Not that we could use them right from the game, but they could serve as inspiration. Link to comment Share on other sites More sharing options...
Deimos Posted June 3, 2003 Report Share Posted June 3, 2003 http://www.xcomufo.com/aliens.html Link to comment Share on other sites More sharing options...
zwn Posted June 12, 2003 Report Share Posted June 12, 2003 (edited) 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 suggestionalienator.zip Edited June 12, 2003 by zwn Link to comment Share on other sites More sharing options...
mikker Posted June 19, 2003 Report Share Posted June 19, 2003 they are nice, but i can't set a use for them. Link to comment Share on other sites More sharing options...
Deimos Posted June 25, 2003 Report Share Posted June 25, 2003 (edited) 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 June 25, 2003 by Deimos Link to comment Share on other sites More sharing options...
Breunor Posted July 1, 2003 Report Share Posted July 1, 2003 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? Link to comment Share on other sites More sharing options...
Anglachel Posted July 4, 2003 Report Share Posted July 4, 2003 There is also anim8tor, another free one. Link to comment Share on other sites More sharing options...
Cubik Posted July 16, 2003 Report Share Posted July 16, 2003 Is there any way to force 3Dstudio to render wireframe when AA is turned off? The shadows render as wire but not the geometry... Link to comment Share on other sites More sharing options...
ApOcaLyPSe_1985 Posted July 17, 2003 Report Share Posted July 17, 2003 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. Link to comment Share on other sites More sharing options...
LordT Posted July 17, 2003 Report Share Posted July 17, 2003 Sorry to go off-topic but... where'd you come from Apoc? It's been a while lasthopemod.com seems down? Link to comment Share on other sites More sharing options...
Cubik Posted July 17, 2003 Report Share Posted July 17, 2003 Ok APOC, thanks anyway. Link to comment Share on other sites More sharing options...
ApOcaLyPSe_1985 Posted July 17, 2003 Report Share Posted July 17, 2003 (edited) Hehehe, i've jumped out of nowhere And yes lasthopemod is down, cause I didn't payed my host on time.My bad It will return, as soon as I pay him. Btw, did it work for you Cubik? Edited July 17, 2003 by ApOcaLyPSe_1985 Link to comment Share on other sites More sharing options...
Cubik Posted July 18, 2003 Report Share Posted July 18, 2003 It did, but since I'm doing a animation... Link to comment Share on other sites More sharing options...
Guest drewid Posted July 18, 2003 Report Share Posted July 18, 2003 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?? Link to comment Share on other sites More sharing options...
Cubik Posted July 19, 2003 Report Share Posted July 19, 2003 (edited) 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 July 19, 2003 by Cubik Link to comment Share on other sites More sharing options...
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