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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
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Posted - 2013.11.23 19:03:00 -
[421] - Quote
nice work man.
that looks amazing Inglorious ****** :) |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
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Posted - 2013.11.24 21:54:00 -
[422] - Quote
here is my version of the vindi
http://citadel-consortium.com/downloads/vindi.jpg Inglorious ****** :) |
Errious
bane and pain
0
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Posted - 2013.11.25 16:44:00 -
[423] - Quote
Hmm, i do it wrong.
On the front i cant see see grey detail-¦s from the boarder and i didnt have the backsite lights, is it another layer for the texture ?
I use only the _d _n _pgs files .dds, looks like a missing one, can you tell me more from your ones you used in your model ? |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.25 17:08:00 -
[424] - Quote
The hull has 2 sets of uv's. One for the main armor(hull) and the second is for the engines. The engine. And hull have different color combinations. The other difference is that you need to mask the diffuse layer multiple times. Ill get you a screenshot of my map tree a bit later Inglorious ****** :) |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.25 19:29:00 -
[425] - Quote
also on another note. maybe some of you here are able to help me out on this.
i have been digging through the fx files before rubicon and wanted to continue on it now that rubicon has been deployed. the issue now is that they changed the files. they are no longer readable due to extension and maybe coding changes.
the files now carry the following extensions : .sm_lo/_hi/_depth.
while in the black files once converted they still refer to fx files.
how does it work? Inglorious ****** :) |
Akori Mitsumoto
Mirkur Draug'Tyr
3
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Posted - 2013.11.25 23:10:00 -
[426] - Quote
The .fx files are shader source.
The .sm_lo/_hi/_depth files are compiled shaders.
It looks like shipping the shader source code pre-rubicon was a mistake CCP's corrected :)
I seem to recall that before the V3 graphics update they shipped compiled shaders as well. |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.26 06:34:00 -
[427] - Quote
Ah i can recall that they shipped without the fx before.v3 But okay thnx for the explanation Inglorious ****** :) |
Errious
bane and pain
0
|
Posted - 2013.11.26 23:58:00 -
[428] - Quote
AzAkiR NaLDa wrote:The hull has 2 sets of uv's. One for the main armor(hull) and the second is for the engines. The engine. And hull have different color combinations. The other difference is that you need to mask the diffuse layer multiple times. Ill get you a screenshot of my map tree a bit later here you go the hull part of the material tree : http://citadel-consortium.com/downloads/mat_tree.jpg
Thank you very much for show me this handling with your files, after that i understand better how it works!
I rebuild my version to this one:
Vindicator Rocks
And i make this too yesterday, the tricky part was the carmouflage look from a machariel and bring it in the right look:
Machariel Rocks
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Errious
Bane and Pain
0
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Posted - 2013.12.01 02:50:00 -
[429] - Quote
Can anybody tell me how i can extract only the round one from triexporter or other site, to bring a texture on it for my work on the SOE Stratios?
http://s14.directupload.net/images/131201/nk4qbe94.jpg
Or can anybody tell me how it works ? |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.01 19:59:00 -
[430] - Quote
I havn`t tried it yet, but it`s possibly in a mask. I`ll try to look it up. Mardante Soliest Founding Member |
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Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.01 20:21:00 -
[431] - Quote
Yes, it is in a mask. Use soec1_t1_m.dds as the mask. It will give you the "glassy" look of that what is inside the Stratios. Mardante Soliest Founding Member |
Fredlah
SUNDERING Goonswarm Federation
0
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Posted - 2013.12.02 12:52:00 -
[432] - Quote
I am interested in using the EVE in-game assets in Maya.
I have successfully used triexporter to get the assets, but after a good hour of searching and testing different programs and converters, have had no success in getting any of the gr2 files into a working .obj for maya 2013 to read.
I am a CGI/VFX artist and am very interested in getting this working, with textures applied in maya for some nice renders.
Is there any other programs or converters that people can suggest or import plugin for maya to natively read the .gr2? |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.02 14:29:00 -
[433] - Quote
I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p Mardante Soliest Founding Member |
Fredlah
SUNDERING Goonswarm Federation
0
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Posted - 2013.12.02 14:38:00 -
[434] - Quote
Mardante Soliest wrote:I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p
What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.02 14:41:00 -
[435] - Quote
Fredlah wrote:What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them
The one I posted in this forum, just one page back. page 21 https://forums.eveonline.com/default.aspx?g=posts&m=3743611#post3743611 Mardante Soliest Founding Member |
Fredlah
SUNDERING Goonswarm Federation
0
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Posted - 2013.12.02 15:08:00 -
[436] - Quote
Ah I found the problem, my granny2.dll decided to be corrupted, replacing that has fixed the model export problem.
My next curiosity is how to construct the shader network inside maya... (currently trying to build the SOE Cruiser) soec1_t1_d.dds is diffuse soec1_t1_m.dds is the transparency map for their particle effect inside the rear wheel part of the ship soec1_t1_n.dds is the normal map I assume
and finally soec1_t1_pgs.dds is a lovely mix of things. The red channel of that image contains the ship decals I believe. The green channel contains some ship highlights maybe? (edit, would be the spec map now that I think about it, duh) and not sure what the blue channel is, but If I had to take a guess it would be the glowing/lights/emissive surfaces of the ship.
Now to work out how to combine all of these together to create one shading network for the whole ship... this part will be fun |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.02 15:17:00 -
[437] - Quote
Most of it is right look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.
Mardante Soliest Founding Member |
Errious
Bane and Pain
0
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Posted - 2013.12.02 15:32:00 -
[438] - Quote
@ Mardante Soliest: Thanks for your help, very good tips
I see, i have much to learn about 3D programms, its the most learing part i believe, as photographer is hard to understand how the process works
SOE ships is not easy work, many layers with different logos and other structure items. You have a decal folder in SOE folder, in there you have much logos and more, just a tip.
Hard for me was to understand how it works with .dds files and her basics and now parts like mask for glow in a 3D programm for SOE ships, but it has a little bit of a guy he want paint her new model boat
http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/ was usefull for me to understand what the videos i seen doing not right, most of them show the process with the old handling with .dds or NGS, but now i think you have for all to use the new ones ? |
Fredlah
SUNDERING Goonswarm Federation
0
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Posted - 2013.12.02 15:45:00 -
[439] - Quote
Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in something that is different to Maya :P
I'll be having more of a look at it tomorrow, including the dev blog posted above.
Thank you for your help so far! |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.02 15:54:00 -
[440] - Quote
Fredlah wrote:Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in UT3 rather than Maya :P I'll be having more of a look at it tomorrow, including the dev blog posted above. Thank you for your help so far! Uhm... If you are a artist you should know the difference between ue3 and 3ds max.. And all of this shouldnt be somehing new to you as a artist. Inglorious ****** :) |
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Fredlah
SUNDERING Goonswarm Federation
0
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Posted - 2013.12.03 01:18:00 -
[441] - Quote
AzAkiR NaLDa wrote:Fredlah wrote:Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in UT3 rather than Maya :P I'll be having more of a look at it tomorrow, including the dev blog posted above. Thank you for your help so far! Uhm... If you are a artist you should know the difference between ue3 and 3ds max.. And in the case of my shader network ots coming from 3ds max also added my version of the stratios below http://citadel-consortium.com/downloads/stratios.jpg
Yeah I edited my post a few minutes after looking again - dealing with post production for film and TV we exclusively use Maya and nothing to do with 3DS. Apologies for the mix up.
From my small experience with 3DS max, building the shading networks is quite different to maya. When I have free time later today I'll try have a look at your shading network and try to build the equivalent in maya. |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
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Posted - 2013.12.03 10:21:00 -
[442] - Quote
Just be aware she uses the V-Ray library. That is also (a bit) different from the normal 3DStudio ones. Only thing you need to know is where to get the materials from and what the masks do. Took me a while to figure them out, but I`m not an 3d or 2d artist Mardante Soliest Founding Member |
Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 10:59:00 -
[443] - Quote
Mardante Soliest wrote:Just be aware she uses the V-Ray library. That is also (a bit) different from the normal 3DStudio ones. Only thing you need to know is where to get the materials from and what the masks do. Took me a while to figure them out, but I`m not an 3d or 2d artist
Yeah I intend on building it in V-Ray for maya, but even then maya's hypershade is pretty different |
Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 11:41:00 -
[444] - Quote
I notice in your node graph there are many vray diffuse colours, and from poking around old posts I see that there used to be a ship.red file that contained associated shader attributes and other things where you find the information for these shaders.
I also now notice that the .red files are not used and nowhere to be found in the ship folders... what has it been replaced with, and how can I find out all these shader attributes I need to reconstruct the shading network? |
AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.03 11:44:00 -
[445] - Quote
All you really need to know is which file contains what. And how to rotate or invert it as necessary. Once you get that done you wlmost there. The its a matter of laying out the textures and assign a color correction to it.
And then once you decided which layout works best you can do pretty quick models as the base is layed out.
My version of the manticore
http://citadel-consortium.com/downloads/manti_test01.jpg Inglorious ****** :) |
Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 12:35:00 -
[446] - Quote
AzAkiR NaLDa wrote:All you really need to know is which file contains what. And how to rotate or invert it as necessary. Once you get that done you wlmost there. The its a matter of laying out the textures and assign a color correction to it. And then once you decided which layout works best you can do pretty quick models as the base is layed out. My version of the manticore http://citadel-consortium.com/downloads/manti_test01.jpg
Okay thanks. I have found the converter for the .black files, and ended up with 8320 line json file for a bit of reading now.
I aim to completely recreate the SOE cruiser, but its gonna take a while building it all from referencing the black file and winging my way through the vray shader construction in maya :) |
Errious
Bane and Pain
0
|
Posted - 2013.12.04 12:45:00 -
[447] - Quote
Hi guys,
i work at my SOE Cruiser again and have most of them completed, but one big problem for me is, how can i bring the little logo pictures on the model
I know, this question is more about using a 3D programm, i use BLENDER and i think most of this processes (UV Mapping) is the same in other 3D programms, if you able to help me with this a little bit, i was very happy. Spend so much time to watch some videos and all show me only how to bring a picture on a object, but what i need here is how to bring a picture on a texture
Ok, i can bring the logos with photoshop on the model but this is not what i want, you can see everytime its photoshoped.
Second question, take a look at my actual version please, you can see here i have most of the parts complete, but also the lights outside from the ring is not glow, is it more a failure by my self or i am not the only with this issue?
http://s1.directupload.net/images/131204/kdirtzjq.jpg
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AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.08 16:09:00 -
[448] - Quote
Errious wrote:Hi guys, i work at my SOE Cruiser again and have most of them completed, but one big problem for me is, how can i bring the little logo pictures on the model I know, this question is more about using a 3D programm, i use BLENDER and i think most of this processes (UV Mapping) is the same in other 3D programms, if you able to help me with this a little bit, i was very happy. Spend so much time to watch some videos and all show me only how to bring a picture on a object, but what i need here is how to bring a picture on a texture Ok, i can bring the logos with photoshop on the model but this is not what i want, you can see everytime its photoshoped. Second question, take a look at my actual version please, you can see here i have most of the parts complete, but also the lights outside from the ring is not glow, is it more a failure by my self or i am not the only with this issue? http://s1.directupload.net/images/131204/kdirtzjq.jpg
the lights on the ring are actual photometric lights with a fog effect added to it.
try to play around with it a bit and see if you can get something that looks good Inglorious ****** :) |
KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.09 12:27:00 -
[449] - Quote
hi guys,
I had read tutorials about triexporter and i have a problem with the ship light.
When i try to see the alfa channel with the lights "info" i only can see the channel white (link)
http://prntscr.com/29u493
Regards |
Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.09 12:50:00 -
[450] - Quote
KRYTON7 wrote:hi guys, I had read tutorials about triexporter and i have a problem with the ship light. When i try to see the alfa channel with the lights "info" i only can see the channel white (link) http://prntscr.com/29u493Regards
You need to look in the other file. xxxxx.pgs000 and than the alpha layer. Mardante Soliest Founding Member |
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