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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Van Kaiser
Viziam
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Posted - 2008.11.10 12:08:00 -
[541]
I apologize in advance for my bad English already time first.
The German Community also makes very beautiful pictures. Because of this once again thanks for the Tri-Exporter. There I at www.eve-online.de is working as EVE-ART Moderator I would like to show you some pictures of Germans Community. Forum:German EVE Online Forum Pics: Amergin McLeod Pic Amergin McLeod Pic Van Kaiser Test a new 4Kx4K Textur Van Kaiser pic Van Kaiser pic Van Kaiser pic
You find many pictures on www.eve-online.de
With best regards from Austria. Van Kaiser EVE-ART Moderator from www.eve-online.de
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Davik Rendar
Open All Hours
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Posted - 2008.11.12 23:24:00 -
[542]
Very cool
I like the one with the Drakes in the Asteroid Field a lot
How did you enhance the quiality of the textures?
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Vexara
Caldari Mentat Assassins
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Posted - 2008.11.13 01:58:00 -
[543]
Edited by: Vexara on 13/11/2008 01:58:49
Originally by: Selvin beta2 and src
hmmm now i had a question is it possible to apply normal map textures(usualy *.*_n(gs).dds in *.stuff) in blender (tutorial link pls :) )
Anyone have links that work to these two files? Nice Job on the tool, and I really liked a lot of screens my favorite is the NightHawk, great job!
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Ouroborus777
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Posted - 2008.11.13 04:29:00 -
[544]
Originally by: Gorgosti
Originally by: Ouroborus777
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
really? where can I download that data then?
The original MSSQL database is here and translations to other database formats can be found here.
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Mograph
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Posted - 2008.11.13 13:14:00 -
[545]
Edited by: Mograph on 13/11/2008 13:14:12
Originally by: Davik Rendar Very cool
I like the one with the Drakes in the Asteroid Field a lot
How did you enhance the quiality of the textures?
Looks like the asteroids are not textured like normal ones, probably done with procedural bump mapping (Noise or cellular) they also look like spheres modied with a low fractal noise modifer to make them all funky shaped.
I like the images as well.
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Jat Goodwin
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Posted - 2008.11.14 06:33:00 -
[546]
It doesn't seem to be working for me, I select the eve folder, go find one of the gr2 files and click on it and it just says WTF? at me. I'm using Windows XP 64 bit if that might be a problem and I have DX9 installed.
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Jat Goodwin
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Posted - 2008.11.15 06:43:00 -
[547]
What setting are you supposed to use with the dds plug in on photoshop?
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Daniel Hardlight
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Posted - 2008.12.06 15:45:00 -
[548]
Is there a complete tutorial for finding and making the textures so that they are editable and then how to edit them anywhere? I've looked through loads of the posts but they all seem to be saying different things!
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Omu Matol
Gallente Destry's Lounge
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Posted - 2008.12.12 18:27:00 -
[549]
Originally by: Jat Goodwin Edited by: Jat Goodwin on 15/11/2008 11:31:01 Screw this, I've been trying for nearly 6 hours to get the damn incursus textured doing everything that everybody else said to do EXACTLY. So now I'm fed up and willing to pay 5 mil for a fully textured Incursus. .3DS format please. Contact me in game.
Here ya go:
Linkage
3ds format with texture, though I prefer obj format.
A simple image of how it looks:
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Suunto Viper
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Posted - 2008.12.16 10:43:00 -
[550]
Originally by: Daniel Hardlight Edited by: Daniel Hardlight on 09/12/2008 16:12:40 Edited by: Daniel Hardlight on 07/12/2008 19:07:55 I've managed to edit the textures and then render them using 3ds Max but I don't know how to change the colours of the textures without using Photoshop. Is there anything I can use instead? And how would I then do it?
Also is there anywhere I can find a list of all the models, textures and MTL files ready for editing? Is it possible to get the premium graphics models and textures? And how do you use .blue files?
Its very tricky to get the premium gfx models out. as they are in granny format, and granny is ridiculously expensive> the.blue files are there for the game to adjust textures for the t2 and faction variants of each ship. and also to tell the engine how to use the different channels in the DDS material to overlay lights and other bits and bobs onto the ship models.
You cant "use" the .blue file for anything, but you can read them to see which testure goes with which ship
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OzakiFragments
Caldari Perkone
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Posted - 2008.12.19 19:47:00 -
[551]
Can anyone who's been successful with Lightwave in exporting the model and texturing write up a small guide? I'm having trouble texturing the models I export cuz I'm fairly new, and I read a small tut at pg 7 of this thread, but it doesnt render properly when I do it. So far:
-I've managed to get the models out -Extract the .tga files from the .dds file [but there's like 10, and I just use the biggest one] -Use Photoshop to flip it -Use image editor to load the image -Use a UV Map for the texture <- this is where it gets weird. -After I use the textures and I hit render frame F9, I get a weird looking harbinger.
Am I supposed use more than just a UV map?
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Tor Umar
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Posted - 2008.12.22 23:29:00 -
[552]
Hi fellas.
Does anyone know where to find the T2 textures for the zealot? ive been looking for hours
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Mickey Simon
Noir.
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Posted - 2008.12.23 20:37:00 -
[553]
I've been watching and reading this thread with interest. I do a fair bit of 3D work, but haven't done much spaceships or special effects work. Currently have a model exported, and sitting in max 2009 x64 textured and working fine and dandy with the mentalray rendering engine.
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
Have looked online, but haven't found very many tutes. If you've got any information you're willing to share, I'd be very grateful ^_^ Meanwhile, on the other side of town . . . |
Davik Rendar
Open All Hours
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Posted - 2008.12.23 22:54:00 -
[554]
Originally by: OzakiFragments Can anyone who's been successful with Lightwave in exporting the model and texturing write up a small guide? I'm having trouble texturing the models I export cuz I'm fairly new, and I read a small tut at pg 7 of this thread, but it doesnt render properly when I do it. So far:
-I've managed to get the models out -Extract the .tga files from the .dds file [but there's like 10, and I just use the biggest one] -Use Photoshop to flip it -Use image editor to load the image -Use a UV Map for the texture <- this is where it gets weird. -After I use the textures and I hit render frame F9, I get a weird looking harbinger.
Am I supposed use more than just a UV map?
Sorry mate, not sure whats going on there, I haven't used lightwave for a few years, and I dont have a copy of it anymore.
Originally by: Tor Umar Hi fellas.
Does anyone know where to find the T2 textures for the zealot? ive been looking for hours
The Zealot doesn't actually have any seperate textures, the trick to making them is re-colouring the omen textures
Originally by: Mickey Simon I've been watching and reading this thread with interest. I do a fair bit of 3D work, but haven't done much spaceships or special effects work. Currently have a model exported, and sitting in max 2009 x64 textured and working fine and dandy with the mentalray rendering engine.
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
Have looked online, but haven't found very many tutes. If you've got any information you're willing to share, I'd be very grateful ^_^
Engine trails in MAX? No Idea. I use Cinema 4D, and I've found the best way for me to make engine effects is with volumetric lights and some faint lense flares. Thats how I did these ones: http://img146.imageshack.us/img146/1433/retributionmg0.jpg (sorry it's on imageshack, hosted it there ages ago and I cant be bothered re-hosting it)
I actually used 2 volumetric lights, 1 for the main exhaust, the other for the long trail. Although it only works for still shots, I'm not really sure how to make the trails follow the ship and curve.
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Mickey Simon
Noir.
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Posted - 2008.12.24 09:44:00 -
[555]
Cheers! Didn't even think of using volumetric lights, but it makes perfect sense now I think about it. The trails probably wont curve unless you use a particle effect or something similar, but I think I can live without that for the time being.
Thanks again :D Meanwhile, on the other side of town . . . |
Qece
modro B.L.A.C.K.
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Posted - 2008.12.30 12:48:00 -
[556]
It was xmas and had some free time. So i opened my favorite 3d studio lightwave again with the idea i had before of making an eve movie. Still working on getting each ship perfect which is very hard cause each ship seems to have different light maps and each has its problem. Here are some shots i made during my work.
Mega orbiting earth Moros (still not done yet and the guns are total failure) Gallente titan (also not done yet)
As for OzakiFragments with the lightwave texture problems. I had problems exporting the textures to tga so i'm mostly using jpg (100% compressed) which worked for me. And the photoshop flipping is 'Flip canvas vertical' if you didn't already do that.
Here's my moros lightwave model including scene (lw 9.3) and volumetric thrusters as example. Still far away from done. Example image Download
As for the trails in lightwave i also use the volumetric and a lens flare. For a one shot that's not hard but tweaked so it can be used in movies as well is harder. As for the following trails in movies, there's where the particle system comes in. Don't know about the other 3d studio's but in lw it isn't that hard but can be very frustrating sometimes.
Anybody know whats with those light maps as for the megathron they are good and easy to use but for the moros or titan they are wa different. Currently i'm using an extra subtractive brick layer to get the nice window results but that doesn't look very nice.
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LanceCriminal86
Solarflare Heavy Industries
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Posted - 2009.01.05 04:03:00 -
[557]
Hi, I've been following this thread for some time now. I've been able to get the models, and textures with bump maps into 3dsmax 9. However, I cannot seem to, for the lifew of me, get the glowing lights to work by either method. Could someone upload a completed scene with all of the converted textures, etc, ready to render so i can see how they did their materials?
I've tried the step-by-step methods listed here, and the main textures and bump maps work just fine(though the textures always seem too bright and washed out... can't seem to make a proper "black" ship like the sacrelige, nighthawk, or the EOM versions of the apoc or geddon...
Is anyone willing to make a full, step by step tutorial with pictures included for both the scanline and VRAY methods? |
DeathMan
Minmatar Esokal Command Independent Faction
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Posted - 2009.01.05 04:22:00 -
[558]
Man love this. Last time I checked the high res model files where unable to be extracted. Now able to do such is GREAT!
I know I've gotten a good amount of models exported and into Max and rendered using the Mental Ray renderer, and they look great. Only 1 im having a major issue with so far is the Minmatar Gate 3 model. That thing is a PITA to get to work right, got all the other gates with little to no issues, but that MJ3 model (if not mistaken thats the dir its in) takes weeeel over 4 hours to render on my system (i killed it at 25% completed at over 2 hours into it).
Trying to get free site up to post the pics of what I've been able to do. Few ships, all the gates just a glitch in 1 of them. Hope to push out the stations next and really start working on the ships them selves.
As for getting all the T2 veriations that could take a lot of time, as well if I really want to get all the lighting color proper on the ships themselves. The white light looks great on a lot of them so far but its far from the original colors, like the one of the Gallente Caps I did, looks kinda wierd with the solid white light up close, but if I switch it out with a different color it looses to much of its intensity, and really loose the effect of what its suppose to do.
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Suunto Viper
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Posted - 2009.01.08 12:31:00 -
[559]
Originally by: Mickey Simon
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
i tend to create a couple of enviromental helpers and lob a fire effect into it, play around with colours and settings. You copuld also create some geometry for the trails and assign a mental ray Beam shader to the volume slot of a mental ray material and depending on what lighting your using stick an omni light inside. you can also use particle effects with a self illumination colour firing super fast insot some geometry and us Pflow to make the particles dye when they hit the inside of the geometry then apply a motion blur filter to the whole thing (use fast raterizer unless you want your motion blue to take all day to render
I used that effect for the KB Banner here. www.andrew-wade.co.uk/imperii/KB |
DeathMan
Minmatar Colonial Fleet Services Independent Faction
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Posted - 2009.01.11 04:47:00 -
[560]
Edited by: DeathMan on 11/01/2009 04:48:21 Since I've decided to really start playing with some of the models and that, I've been extracting them, importing/texturing them inside 3D Max. Hope to some time make a really nice scene/battle with the models and such, but til then I'm playing with just getting the models down pat with there textures.
I've run across a few that do not like to be exported from the viewer, or imported into 3D Max using either OBJ or .3DS files. So if there is an update to the exporter that I don't know about, or maybe an update to the granny2.dll file that would be great.
Anyways what I've run across so far with Stations are....
Minmatar - Military - Research - Trade Post
Amarr - Hub
Caldari - C_Modular C_M2 - C_Modular C_M3 - CS1_Construction - CS2 - CS4 - CS5
Gallente - GS7
Majority of them did export, or could export from the program, but in the view they had wierd face locations so anytime I saw that, it lead to an error on importing into 3D Max, no matter the format. Is there a way around this?
All the Fighters and Gates had zero issues.
Thanks in advance |
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DeathMan
Minmatar Colonial Fleet Services Independent Faction
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Posted - 2009.01.12 04:01:00 -
[561]
Oh and if im doing something wrong with these models but im having next to no luck with the Gallente station models. Having use issues with the opacity with basically every one of the models :/ Its like the texture maps from the game don't even show the proper one, seems odd.
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Quesa
Atlas Alliance
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Posted - 2009.01.29 04:21:00 -
[562]
Edited by: Quesa on 29/01/2009 06:22:09 Edited by: Quesa on 29/01/2009 04:37:51 Ok, so I finally got my Navy Mega imported to PSP correctly, without any additional programs.
How you say?
Get the NVid plug-ins. (Only thing I had to download)
Export from TriExplorer with the correct textures. Open the 3ds file in PSP 32-bit (Plug-ins didn't register with the 64-bit for some reason). Save it as a PSD file. Open it in your PSP 64-bit.
Viola.
EDIT: Well, it was looking good until I noticed the textures not lining up correctly...now I gotta figure out how do fix it :(
Edit2: Ok, so I got a Thorax out looking just perfect using the technique explained here.
However, I tried to use the same technique with something more complex, such as an Apoc, seems like 2 of the 3 textures matched up correctly, the internal texture (the one that you select first in TriExporter) isn't working right, so it's a little off.
Any tips? |
TuRtLe HeAd
Apocalypse Enterprises Chain of Chaos
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Posted - 2009.01.31 11:23:00 -
[563]
Can someone please let me know what the latest version of Tri-exporter is ? |
Menerai Entaro
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Posted - 2009.02.01 00:04:00 -
[564]
Edited by: Menerai Entaro on 01/02/2009 00:06:13 TriExporter0.4.1.0beta2
[url=http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip]Link[/url] |
No'akai
Minmatar Copia-WarRages Armaments
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Posted - 2009.02.08 14:43:00 -
[565]
Okhay, I can't for the life of me get my head around this. I've managed to export the model to XSI and I've unstuffed the DDS, opened it in photoshop, flipped it 180-degrees and saved it. However, when I go into XSI, I get the model there all good and fine, but I can't figure out how the apply the texture to the model. I chose the "Get Image" option from under the "Render" Menu, picked the texture from the menu. The texture is showing in the preview window, but doesn't apply to the model, is there an additional button I have to click or have I screwed up real bad? ____________________________________ "One mans thrash is a Minmatar's ship component" |
Hatt0ri Hanz0
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Posted - 2009.02.08 23:09:00 -
[566]
Originally by: No'akai Okhay, I can't for the life of me get my head around this. I've managed to export the model to XSI and I've unstuffed the DDS, opened it in photoshop, flipped it 180-degrees and saved it. However, when I go into XSI, I get the model there all good and fine, but I can't figure out how the apply the texture to the model. I chose the "Get Image" option from under the "Render" Menu, picked the texture from the menu. The texture is showing in the preview window, but doesn't apply to the model, is there an additional button I have to click or have I screwed up real bad?
Is this an "i dont know how to use XSI" question? |
No'akai
Minmatar Copia-WarRages Armaments
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Posted - 2009.02.09 07:51:00 -
[567]
Originally by: Hatt0ri Hanz0
Is this an "i dont know how to use XSI" question?
I supose so yes, I recently got XSI and am trying to learn it through tutorials etc... ____________________________________ "One mans thrash is a Minmatar's ship component" |
Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.02.16 02:55:00 -
[568]
While looking through the latest SiSi files I came across a new ships folder called "talocan" The Talocan are one of New Eden's ancient races, like the new Sleepers coming out in Apocrypha.
Here's a render of the Talocan Battleship being escorted by 2 Talocan Frigates.
There are also models for a Talocan cruiser and destroyer, but they aren't textured properly yet. btw, the sleeper models are listed under "res/dx9/model/drone/sleeper"
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SencneS
Amarr Rebellion Against big Irreversible Dinks
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Posted - 2009.02.17 04:16:00 -
[569]
Edited by: SencneS on 17/02/2009 04:16:37 I can export and use all the older "Classic" models and textures. But I appear to have having troubles with the New textures. I can export the model just fine but the textures are really messed up. I skimmed over the thread and picked up a lot of tips but the rotational of the texture doesn't work for me.
Whats the hint for the new models?
Edit:- Should have said Lightwave user, I have Photo Paint instead of Photoshop it has the same rotational abilities as Shop.
Amarr for Life |
Rem Laideker
The Kakhura'uta Caravan
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Posted - 2009.02.17 08:53:00 -
[570]
I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights? ---
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