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Professor Alphane
Alphane Research Co-operative
295
|
Posted - 2012.02.23 20:12:00 -
[1] - Quote
Further to this thread
I'm thinking out getting a 'group learning' forum together, so as this software is free, anyone interested in learning CGI and making Internet spaceships eye candy.
Ps. Posting now in GD not OOP as this is EVE related now
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3275
|
Posted - 2012.02.23 20:13:00 -
[2] - Quote
Count me in, maybe people would stop complaining about crayons and start complaining about using toothpicks and marshmellows :P
I guess ill start with this destroyer since I got the 3d map on blueprints in my yard http://www.deviantart.com/download/183628036/parking___minmatar_blunder_dd_by_novafox-d31bsas.jpg
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Professor Alphane
Alphane Research Co-operative
295
|
Posted - 2012.02.23 20:21:00 -
[3] - Quote
Cool mate. Nice to have you on board.
YOU MUST THINK FIRST.... |
Eve Mione
Eve Industry Unlimited
4
|
Posted - 2012.02.23 22:09:00 -
[4] - Quote
Found this thread and proceeded to the original thread.
Obligatory bump. |
Grey Azorria
Federation Industries
73
|
Posted - 2012.02.23 22:17:00 -
[5] - Quote
Hmmm... been messing around with 3ds max (free student version :D) and triexporter, GIMP ect making new textures and stuff like that. And I've always liked modeling, so count me in as well. Do not argue with an idiot. He will drag you down to his level and beat you with experience. |
Professor Alphane
Alphane Research Co-operative
295
|
Posted - 2012.02.24 00:20:00 -
[6] - Quote
Nice one folks
Forums are under construction so we can post and compare our work, and for tutorial purposes.
YOU MUST THINK FIRST.... |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.24 19:27:00 -
[7] - Quote
Ok just to reassure those interested that I am making headway on this project.
Forums are up and running but need decorating (they look naff) as soon as thats done they will be open to members of the group
But so everyone can get a taster and for those who are raring to go, I'll repost this here - it's the first short tutorial I have written for the forums, hope it's useful (and yes to the expert I know this is a very general overview though constructive critism is welcomed )
Quote:An Introduction to the software and basic concepts of CGI
Hexagon. Is a mesh modeler. Here is where you can make practically any shape possible if you know how and have the time
Daz Is a charecter modeler . Here you can clothe and pose model and backgrounds and render images.
Bryce is a landscape creator, It has tools to create water and sky and cloud effects, you can also render images in Bryce
Daz and Bryce also have animation tools, though I don't know how robust they are.
Some basic concepts and how they work together to create an image
Mesh - Also Objects - These are your items, created from squares (more accuratly 2 triangles forming a square) you can do almost anything given enough time skill knowlege and effort.
Textures - Also Bitmaps - This is the colour applied to your mesh at it's most simple a plain colour . A bitmap is a 2d file used for the purposes of defining how the surface will look. You can apply many diffrent bitmaps to many diffrent ascpets of a surface to create a final effect.
Lights - Spotlights, omni directional lights (like light bulbs) , theres many diffrent abjects you can use to bring illumination to the scene.
Camera - Not a lot to say really does what it says on the tin.
Action- Well the render button anyway, this is what you hit when your ready your computer thinks about it for a while (used to be bloody ages believe me, fairly snappy now in comparison) and shows you a beatifully rendered image of what the camera could see.
A basic workflow pretty much follows that order
-Create objects and surface
-Put things where you want them to be
-Light the scene as realistically as possible
-Find your best camera angle
-Hit render ... Wait
-Be not entirely happy and go and repeat some stage until you are.
Simples.
Enjoy
Perhaps your first task might be to search your suites directory tree and find what types of goodies come with it (daz just tells you) and see what you can do given what you now know.
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3281
|
Posted - 2012.02.24 19:31:00 -
[8] - Quote
Ill be needing the most help in step 1 I am certain steps 2 3 4 and 5 would be the easier. And I think my computer will take bloody ages to render its an ol core 2 duo when they first came out. Im not due for an overhaul on my MB for another year.
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.24 19:35:00 -
[9] - Quote
OK nice to have some feedback, Cheers.
Does sort of coincide with my plans for the next step which will be hopefully how to model a ship using Hexagon.
In fact given your background experience and portfolio is there anything that you have front side and top images of that you would like to send me and I can base the tutorial around creating one of your designs
/Edit also stages 2 and 3 aren't as easy as they first sound, 2 at least is a complex subject and being able to accuratly create the lighting for a complex scene is an artform in itself. Don't be put of though becuase in one way you are right they are initially the easiest first stages, but being competent at them is what will really bring your image to life.
//edit also lols think my rig was an AMD 400 Mhz thing when I first started rendering. Hours man Hours and Hours for a decent render that was 12 years ago though
YOU MUST THINK FIRST.... |
Alrione
Black Lagoon Inc.
153
|
Posted - 2012.02.24 19:46:00 -
[10] - Quote
Oh wow neat, I remember messing about with a version 2 or 3 Bryce, was pretty cool. |
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Nova Fox
Novafox Shipyards
3282
|
Posted - 2012.02.24 20:07:00 -
[11] - Quote
Professor Alphane wrote:OK nice to have some feedback, Cheers. Does sort of coincide with my plans for the next step which will be hopefully how to model a ship using Hexagon. In fact given your background experience and portfolio is there anything that you have front side and top images of that you would like to send me and I can base the tutorial around creating one of your designs /Edit also stages 2 and 3 aren't as easy as they first sound, 2 at least is a complex subject and being able to accuratly create the lighting for a complex scene is an artform in itself. Don't be put of though becuase in one way you are right they are initially the easiest first stages, but being competent at them is what will really bring your image to life. //edit also lols think my rig was an AMD 400 Mhz thing when I first started rendering. Hours man Hours and Hours for a decent render that was 12 years ago though
I have the albatross escort carrier shouldnt be too hard as its a simpler design
http://www.deviantart.com/download/161306157/Albatross_Layout_by_novafox.jpg http://www.deviantart.com/download/254323146/alabtross_launching_by_novafox-d47f0zu.jpg
There is then the serpentis battlecruiser asp which is a bit harder but has more cruves. Which might serve better as a intermediate ship to try out.
http://www.deviantart.com/download/214782558/asp_battlecruiser_blueprint_by_novafox-d3jvja6.jpg http://www.deviantart.com/download/214545380/serpentis_battlecruiser_asp_by_novafox-d3jqg9w.jpg
And the SOE urania which I think is probably a bit more difficult.
http://novafox.deviantart.com/gallery/24886?offset=0#/d2yf3wf
and thats the only three I uploaded that are still relative the rest of the designs with top side views I retried for various reasons. I can clean up the views if need to or provide addtional ones or if you want pick out a ship from the entire inventory and Ill see about generating the view points for it.
http://novafox.deviantart.com/gallery/ lots of old stuff alot of ships I have on paper but never uploaded.
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.24 20:13:00 -
[12] - Quote
Tell you what Mr Fox since you have a large portfolio anyhow perhaps you would like a Sub forum to yourself to display that , and description/ingame ideas and such ?
I would imagine your works presented as a whole would be rather immpresive
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3282
|
Posted - 2012.02.24 20:29:00 -
[13] - Quote
Professor Alphane wrote:Tell you what Mr Fox since you have a large portfolio anyhow perhaps you would like a Sub forum to yourself to display that , and description/ingame ideas and such ? I would imagine your works presented as a whole would be rather immpresive
Possibly, Ill post my progress as I model the ships up I guess let others poke at it or they can make requests for ship designs and or diagrams of ones Ive done so far/or updated on paper.
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Wild Rho
Silent Core
14
|
Posted - 2012.02.25 08:37:00 -
[14] - Quote
Any issues with me having a go at creating one of those ships in blender? Sounds like a fun challenge. |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.25 23:39:00 -
[15] - Quote
Hey guys, nice idea. I have been using blender for a few years and am able to pull ships our of eve using triexporter as well as texture them properly (or improperly if you like). I was actually looking for someone that knew what these new "pgs" maps were. They are new as of the latest expansion. Abandon on table
I have a few more examples, but for some reason the forum keeps giving me some error when I try to link them. |
Grey Azorria
Viziam Amarr Empire
84
|
Posted - 2012.02.26 00:17:00 -
[16] - Quote
Brent Newton wrote:Hey guys, nice idea. I have been using blender for a few years and am able to pull ships our of eve using triexporter as well as texture them properly (or improperly if you like). I was actually looking for someone that knew what these new "pgs" maps were. They are new as of the latest expansion. Abandon on tableI have a few more examples, but for some reason the forum keeps giving me some error when I try to link them. The pgs maps have masks in the red and blue channels (not to sure how to use those), the spec map in the green, and the lights and any transparency in the aplha channel. Do not argue with an idiot. He will drag you down to his level and beat you with experience. |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.26 05:08:00 -
[17] - Quote
I've never seen a map like the pgs ones. Makes me think ccp has a custom texturing program they put together themselves. Hell I don't know. The biggest difference I see to the textures of the ships since the last expansion is the mirror and transparency. So maybe it has something to do with that? I just finished pulling all the Gallente frigates out of eve with all the textures. I'm going to try to get all the ships out. They aren't very big as far as MB size. frigate was 5mb with all the textures. So I figure all the ships can't be more than a gig tops. If anyone needs a model or shoot me a line and I'll send it to ur email. |
Nova Fox
Novafox Shipyards
3287
|
Posted - 2012.02.26 05:56:00 -
[18] - Quote
Okay got the free programs and got them installed trying to toy around with them now.
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.26 14:33:00 -
[19] - Quote
OK Daily update on this project.
Should be looking into the CSS necessary to decorate the forums (it's the first time I've run a forum alone and I'd like it to look nice) either today or tommorow, not sure how long it's going to take me to Hax something together though.
RE: Blender... Frankly whatever tools you use hopefuly theres something everyone can get out of this project, your more than welcome to join in.
RE: Model and Bitmap Export from EVE - Didn't know that was even possible, perhaps someone with some knowledge of the process would be good enough to explain the ABC's of it fo me, cheers.
I'm hoping to have 'opening day' on or before the 28 as the software offer runs out on the 29th IIRC so that would give me one last day for a linked mailshot on the 3 forums I'm trying to get people interested on.
So if anyone is interested in doing a quick 'what I could do when I joined' Image, I think that would be interesting so in x weeks time you can look back and see how much you have improved.
Forum invitations will be sent by EVE-mail by me to everyone who has shown any interest in this idea as soon as the forums are ready.
Cheers for your continued interest and patience in this matter
A.
YOU MUST THINK FIRST.... |
Grey Azorria
Federation Industries
85
|
Posted - 2012.02.26 14:49:00 -
[20] - Quote
Professor Alphane wrote:RE: Model and Bitmap Export from EVE - Didn't know that was even possible, perhaps someone with some knowledge of the process would be good enough to explain the ABC's of it fo me, cheers. You use a porgram called Triexporter to extract them, someone else has already made a nice Tutorial to go with it.
Do not argue with an idiot. He will drag you down to his level and beat you with experience. |
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.26 15:01:00 -
[21] - Quote
Grey Azorria wrote:Professor Alphane wrote:RE: Model and Bitmap Export from EVE - Didn't know that was even possible, perhaps someone with some knowledge of the process would be good enough to explain the ABC's of it fo me, cheers. You use a porgram called Triexporter to extract them, someone else has already made a nice Tutorial to go with it.
CTRL+D'd thanks, will look into it.
Could vastly improve the quality of images we are able to produce fairly quickly.
YOU MUST THINK FIRST.... |
Benilopax
The Ashen Lion Syndicate
219
|
Posted - 2012.02.26 16:18:00 -
[22] - Quote
Perhaps I could host you for a few seminars on my TS3 server if that would be useful? Keen to learn this new skill. |
Omu Matol
Garoun Investment Bank Gallente Federation
0
|
Posted - 2012.02.26 16:46:00 -
[23] - Quote
I like taking the ships and rendering them so they look like lil toy ships
This was a screenshot taken from marmoset toolbag, which is a realtime model viewer/renderer.
Tiny Oracle
As a professional cg artist, I'd be willing to lend a hand if someone needed specific help. I use photoshop, 3dsmax, and vray on a daily basis for my job. |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.26 18:11:00 -
[24] - Quote
I love TS personally so thanks for that offer.
Also nice to have you both on board.
Perhaps the first idea might be that some of the more experinced amongst us who are willing to tap out a lttile tutorial or 2 (we can work on refining them later if neccasery) it might be an idea to discuss what topics we would like to cover.
YOU MUST THINK FIRST.... |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.26 20:43:00 -
[25] - Quote
Omu, that picture is amazing. I only tried to render one model like that and the photo was bad, so I had to make the model look bad to compensate. I still haven't found what the pgs are for, but I am beginning to think they are going to be maps for ship customization. Like how the "p" maps where there for a long time but blank. I think ccp is big on putting markers in place for later planed expansion. That's all I can think they could be for. The are solid which means they are either for enviromental effects or something like that.
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Roc Wieler
Masuat'aa Matari Ushra'Khan
144
|
Posted - 2012.02.26 21:36:00 -
[26] - Quote
I'm in.
Happy to share what I've learned so far as Eve, TriExporter and Cinema 4D. Also looking forward to learning as well. |
Omu Matol
Samurai Salvaging Stellar Defense Alliance
1
|
Posted - 2012.02.26 23:56:00 -
[27] - Quote
Brent Newton wrote:Omu, that picture is amazing. I only tried to render one model like that and the photo was bad, so I had to make the model look bad to compensate. I still haven't found what the pgs are for, but I am beginning to think they are going to be maps for ship customization. Like how the "p" maps where there for a long time but blank. I think ccp is big on putting markers in place for later planed expansion. That's all I can think they could be for. The are solid which means they are either for enviromental effects or something like that.
Thanks very much. The PGS file has several necessary textures in is. It has a mask, the specular map, and the two channels necessary for reconstructing the normal map. I'll try and put together a video tutorial when I can. I might be a little too busy this next week though.
Here's a tengu I did this afternoon. Having to do all the necessary steps 5 times over is a bit of a pain in the arse, but if you can do it for one piece/ship, then you'll know how to do them all. It's just a simple studio type lighting setup, everyone has seen a hundred times.
Tengu
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.27 03:24:00 -
[28] - Quote
Anyone amongst us have any teaching experience , even in subjects non related?
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3294
|
Posted - 2012.02.27 03:27:00 -
[29] - Quote
Is there any tutorials I can look up real quick mostly tool familiarization and how to build something simple like a wooden block train maybe?
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Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.27 03:34:00 -
[30] - Quote
http://freedownloads.daz3d.com/HexagonDocs.zip
Download link to the Hexagon Docs for you fella
/edit only skimmed through the manual last night think theres more in the zip though
YOU MUST THINK FIRST.... |
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Wild Rho
Silent Core
14
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Posted - 2012.02.27 08:57:00 -
[31] - Quote
Brent Newton wrote:I still haven't found what the pgs are for, but I am beginning to think they are going to be maps for ship customization. Like how the "p" maps where there for a long time but blank. I think ccp is big on putting markers in place for later planed expansion. That's all I can think they could be for. The are solid which means they are either for environmental effects or something like that.
The P channel is the mask map. It allows different parts of the diffuse map to be re-coloured and is in use at the minute (for a good example look at the colouring on the Prophecy vs the Absolution. They use the exact same textures but the diffuse and mask map values are modified to alter their colours. It also seems to be used to mark area's with different reflectivity etc.
The new texture system also makes more use of the submasks as well but I haven't been able to find a way to combine it in my materials without is making a mess of the colours.
Here is a useful image that explains what's in each of the texture channels for the new and old system: http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.28 15:43:00 -
[32] - Quote
Hey guys
Sorry was a little busy yesterday IRL so didn't get round to decorating.
Probably no point in holding of openeing the forums really IMO at the moment, OK it don't look nice, but it works
So if anyone would care to join our new 'workroom'-
1. Please Register under the name you use ingame, if you don't mind
2. Registration is Admin verified and if you haven't posted in one of the threads RE this or contacted me by PM your app will remain 'pending', so if you haven't spoken up yet but you wnat to register please get in touch so I can verify your identity cheers.
A.R.C. Forums
YOU MUST THINK FIRST.... |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.28 16:42:00 -
[33] - Quote
Yeah I see now that the pgs texture is where ccp has put the mirror, transparency, specular info. What we really need is a person able to write a script that will use the info from each color channel. Know what I'm saying? Sure we can pull them all apart in Ps, but it would be a much more elegant solution to simply load the 3 uv layers ccp provides and allow a script to decide mirror, transparency, specular by the values in the various RBGA channels in the pgs map.
Maybe there is a way to do this without a script in blender that I am unaware of. Anyone know of how to do what I'm talking about; in any program? I've often thought that using separate maps was a bit blunt. Why not use a single image with all the info for the model (diffuse, normal, transparency, mirror, emit, etc.)? I know that the images we are used to using only have 4 channels at most, but what about multichannel images? I am not sure what I am talking about is possible or not. I would like to hear your thoughts on it.
But yes, I did see immediately what the pgs images were when I opened one. I swear though I have opened one before and they were just solid colors. Strange. Didn't ccp used to store all the info in the pgs in the diffuse map?
Anyway, I'm working on a composite video of a tristan flying beside a 747 as seen from one of the passenger windows.
***Oh I just saw the post of that cool pic that shows what all the channels are in each of the maps. Very cool! Is it accurate? I no longer see anything but a normal diffuse map in the diffuse texture for example. |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.28 16:47:00 -
[34] - Quote
Brent Newton wrote: Maybe there is a way to do this without a script in blender that I am unaware of. Anyone know of how to do what I'm talking about; in any program? .
If we can't find a tool for what your describing somewhere on the intraweebs , I can Python a little and have friends who can script a lot better than me, if worse comes to worse we can probably reformat the file in someway though it may take a litle time learning to manipulae image files.
YOU MUST THINK FIRST.... |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.28 16:52:00 -
[35] - Quote
Well there is always the "actions" panel in Ps. It records a set of actions you take and makes them into a macro of sorts. I've never spent any time on learning it. Hell, I haven't quite perfected the best way off cutting color channels out of an image to be honest. It feels like I do it differently every time; always with the same results ofc. |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.28 16:56:00 -
[36] - Quote
TBH current bitmapping techniques and how exactly procedural work are on my list of things to get up to speed on.
I'ts been a good few years since I did any CGI
YOU MUST THINK FIRST.... |
Omu Matol
Garoun Investment Bank Gallente Federation
1
|
Posted - 2012.02.28 17:43:00 -
[37] - Quote
hmm, I kinda think scripting or using actions to extract the different channels from the pgs bitmap is a bit much. And I'm someone who loves actions/scripts. It's really not that much work to copy one of the channels into a new document and then save it out. |
Professor Alphane
Alphane Research Co-operative
296
|
Posted - 2012.02.28 17:46:00 -
[38] - Quote
As I say I haven't looked into it.
Perhaps that can be the subject of a discusion thread on the new forums.
Try and get everyone up to speed (including me) how we can best use the resources available.
YOU MUST THINK FIRST.... |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.02.28 20:59:00 -
[39] - Quote
Maybe it is overkill. I haven't done it enough to know. So far the easiest way I've found is to duplicate a channel to a new doc and then copy its channel a couple times so that I can save it as an RGB image. Is this the method everyone uses? Omu made it sound as if maybe there was an easier way than this. I just get the feeling I'm doing it wrong or maybe I just don't understand how the channel options work yet.
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Omu Matol
Hard Knocks Inc.
1
|
Posted - 2012.02.29 03:42:00 -
[40] - Quote
Brent Newton wrote:Maybe it is overkill. I haven't done it enough to know. So far the easiest way I've found is to duplicate a channel to a new doc and then copy its channel a couple times so that I can save it as an RGB image. Is this the method everyone uses? Omu made it sound as if maybe there was an easier way than this. I just get the feeling I'm doing it wrong or maybe I just don't understand how the channel options work yet.
No thats pretty much what I do. I just select+all the channel, then ctrl+c ctrl+v into a new document or whatever. then save it out. The thing with setting up a set of actions, is that not every ship is totally setup the same way with regards to all the different maps and their individual channels. I think it depends on how new the ship type is. |
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Professor Alphane
Alphane Research Co-operative
297
|
Posted - 2012.02.29 15:12:00 -
[41] - Quote
Update on progress so far
Couple of people have been good enough to register on the forums, cheers
I've also been in touch today with CCP community reps, to see if there's any chance anyone in there art department may be interested in contributing to our project. *fingers crossed* on that one.
My personal short term aims within the group will be, get to grips with Hexagon and get a simple ship modelling tutorial out there, also to look into the resources CCP publishes for public use and how we can best make use of them.
So lets be about making some Eye Candy shall we, I could do with a nice sugar rush
Also Nova how did you find that Hexagon Zip , any use to you?
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3328
|
Posted - 2012.02.29 16:54:00 -
[42] - Quote
Sorry for not being active been hopping though loops at the school and getting sick ><.
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Professor Alphane
Alphane Research Co-operative
297
|
Posted - 2012.02.29 17:01:00 -
[43] - Quote
No worries Bro RL>Game
Hope your OK bud
YOU MUST THINK FIRST.... |
Siiee
Recycled Heroes
27
|
Posted - 2012.03.01 15:08:00 -
[44] - Quote
My specialization is character animation but I have done some hard surface modeling and lighting/shading way back before I went to school. I'm always willing to lend a critical eye to anyone who specifically wants it, or help with more general (non application specific) modeling techniques. |
Professor Alphane
Alphane Research Co-operative
298
|
Posted - 2012.03.03 20:04:00 -
[45] - Quote
K guys sorry I haven't been posting for a couple of days I've been a little busy.
Will most likely be busy for the next few days after which I should have some more time to devote to this.
My advice would be join the forums, settle in, get to know each other, I'll start the flow of turtorials as soon as possible.
Fly safe
A.
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3365
|
Posted - 2012.03.04 02:19:00 -
[46] - Quote
Mid terms :( So painful!
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Professor Alphane
Alphane Research Co-operative
298
|
Posted - 2012.03.04 16:52:00 -
[47] - Quote
Nova Fox wrote:Mid terms :( So painful!
Good luck Bro , I feel for you, I fail epically at formal education if I'm honest
YOU MUST THINK FIRST.... |
Omu Matol
Hard Knocks Inc.
2
|
Posted - 2012.03.06 16:45:00 -
[48] - Quote
Anybody know how to extract the background seen in the game? I'm assuming they are cubemaps, just not sure where to find them, or how to manipulate them so they can be rendered. I guess I've found a few, but they seem awfully low res. |
Professor Alphane
Alphane Research Co-operative
299
|
Posted - 2012.03.09 13:36:00 -
[49] - Quote
I haven't forgotten you all don't worry, just been a little busy indulging my love of browser RTS's.
Plan is to try and knock up a tutorial on doing an Osprey in Hexagon.
Also would be interested if anyone has any linkage new or old to dev blogs on the subject of EVE's art side.
YOU MUST THINK FIRST.... |
Professor Alphane
Alphane Research Co-operative
299
|
Posted - 2012.03.10 11:51:00 -
[50] - Quote
Omu Matol wrote:Anybody know how to extract the background seen in the game? I'm assuming they are cubemaps, just not sure where to find them, or how to manipulate them so they can be rendered. I guess I've found a few, but they seem awfully low res.
I've Pm'ed one of the Community reps at CCP see if they can shed any light on the subject, it's the weekend though and I've no idea how busy they are at CCP HQ, but hopefully we can track the info down sometime soon.
YOU MUST THINK FIRST.... |
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Omu Matol
Hard Knocks Inc.
5
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Posted - 2012.03.11 14:04:00 -
[51] - Quote
I just made an image for my desktop background and decided to share it with the community. Hit the link if you want to check it out.
https://forums.eveonline.com/default.aspx?g=posts&t=79483&find=unread |
Professor Alphane
Alphane Research Co-operative
299
|
Posted - 2012.03.12 12:41:00 -
[52] - Quote
Nice mate - Was hoping to do some 'stuff you don't see ingame' things myself, Suppose a lot of that will depend on the SFX funcionlity in the software suite .
YOU MUST THINK FIRST.... |
Roime
Shiva Furnace
276
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Posted - 2012.03.12 13:02:00 -
[53] - Quote
I'm watching this thread too in the hopes of additional motivation- I have a self-learning project going on, end result should be just simply an Eve ship wallpaper with a rendered model, final composition in Photoshop.
I've always wanted to "crack" 3D, mesh modelling is easy and fun but texture maps and rendering feels a bit overwhelming at the moment.
So, count me in, I guess :) |
Professor Alphane
Alphane Research Co-operative
300
|
Posted - 2012.03.14 16:17:00 -
[54] - Quote
OK Update so far
As I say I was hoping to get this little project up and running fairly quickly , unfortunalty the best laid plans etc....
Been up to my neck in it for the past 3 weeks with other things unfortunatly.
I have finally made a start on a basic box modeling tutorial for Hexagon though and hopefully I should have something for you all by the weekend.
Thanks for your patience all and once again I apologise for the unforseen delays
A.
YOU MUST THINK FIRST.... |
Nova Fox
Novafox Shipyards
3429
|
Posted - 2012.03.14 20:01:00 -
[55] - Quote
My last week on the mid terms I might have a chance to take a crack at some modeling next week.
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Professor Alphane
Alphane Research Co-operative
300
|
Posted - 2012.03.15 13:47:00 -
[56] - Quote
Good luck bud, hope you ain't suffering to bad with pre exam nerves
YOU MUST THINK FIRST.... |
C Genix
Alphane Research Co-operative
6
|
Posted - 2012.03.28 18:06:00 -
[57] - Quote
Well as they banned the prof from the forums (obviusly to many enraged goon reports)
And as far as EVE goes
I no longer support this product and/or service
I'm taking my leave of CCP owned cyberspace
Everyone is still welcome to join my site and when I get my **** togethre I'll try and teach you all some CGI skills as promised
Take Care All
Fly Safe (unless your a goon then Fly incredibly stupidly please)
This is the Katana Wielding Pagan Ninja signing off
Fare well Tranqulity (also what an ironic name given what it became)
Peter Alfaen Nuttall |
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