|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Suunto Viper
|
Posted - 2008.10.22 12:27:00 -
[1]
anyone managed to pull the amarr freighter ouot? I can get the model but the textures dont seem to work?
Also wtrying to figure out the shinyness maps from the dds's
|

Suunto Viper
|
Posted - 2008.10.27 13:08:00 -
[2]
Edited by: Suunto Viper on 27/10/2008 13:10:42
Originally by: Ceekt Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions.
How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
|

Suunto Viper
|
Posted - 2008.12.16 10:43:00 -
[3]
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
|

Suunto Viper
|
Posted - 2009.01.08 12:31:00 -
[4]
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 |
|
|
|