The Fae (Warning Many Images)
Moderators: GSH, VSMIT, Red Devil, Commando
Re: The Fae (Warning Many Images)
It's my interpretation of the god Pan, the god of the Fae according to their history.
Here's a very simple concept for an assault ship:
Here's a very simple concept for an assault ship:
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- Sabre
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Re: The Fae (Warning Many Images)
Oh well there ya go then.
Doom has a lot of goat-like demons.
Doom has a lot of goat-like demons.
- MrTwosheds
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Re: The Fae (Warning Many Images)
Just what did Goats ever do to get such bad press eh? Sharks or Tigers I could understand, but Goats? they've got funny eye's.
Re: The Fae (Warning Many Images)
It goes way, way back.
Re: The Fae (Warning Many Images)
Here is a basic Archer concept:
And an update on the bull's head tank:
And an update on the bull's head tank:
Re: The Fae (Warning Many Images)
A pilot concept.
Re: The Fae (Warning Many Images)
How does that look with smoothing off?
Re: The Fae (Warning Many Images)
really, you're probably not going to be able to use half or all of the buildings/ships you posted, because they are way too high poly... cut the smooth modifier, and try modeling that way...
Re: The Fae (Warning Many Images)
The smooth modifier is only for the renderings I post. I do not intend to have them nearly as high poly in game.
Re: The Fae (Warning Many Images)
The smoothing modifiers don't export in any way/shape/form last I checked. If anything, given the apparent poly count on the pilot in comparison to the smoothed version, I think the poly counts of all the models are well within reasonable ranges so long as the collisions for the buildings are generic. Plus, have any of you seen the scion models? Their appearance and poly count seem to fit in the same range as the models Clavin is putting out.Josiah wrote:really, you're probably not going to be able to use half or all of the buildings/ships you posted, because they are way too high poly...
Re: The Fae (Warning Many Images)
In blender the "smooth" modifier as you know it is called the subdivision surface modifier and it can be applied at various levels of complexity. I render at a level that would be high for bz2 but I will export at a lower level.
- MrTwosheds
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Re: The Fae (Warning Many Images)
A confusion with differing terms I imagine, what you are looking for is the smoothing that affects the normals, not the polygons,
works a treat in bz2. Normals define the direction a poly is facing for illumination purposes rather than geometry. The second model of the pilot has only one normal per face, that is why they all look flat, so you are looking for the function that adds more and slightly alters their direction to smooth the lighting of the polys together.
If you want to see what normals do, just mess with the values in an xsi, you'll soon have something that messes with your eyes and brain when you look at it. The same geometry, but the faces seem to be pointing in impossible directions.
Its only a matter of time until someone makes a "normal gun" that fires messes up polys at other players, causing them to look away from the screen...
works a treat in bz2. Normals define the direction a poly is facing for illumination purposes rather than geometry. The second model of the pilot has only one normal per face, that is why they all look flat, so you are looking for the function that adds more and slightly alters their direction to smooth the lighting of the polys together.
If you want to see what normals do, just mess with the values in an xsi, you'll soon have something that messes with your eyes and brain when you look at it. The same geometry, but the faces seem to be pointing in impossible directions.
Its only a matter of time until someone makes a "normal gun" that fires messes up polys at other players, causing them to look away from the screen...
Re: The Fae (Warning Many Images)
I know all about normals, and the difference between the two smoothings.
Re: The Fae (Warning Many Images)
Well, BZ2 accepts Normal smoothing. FYI.
And subdivisions can be exported if they are collapsed (in max at least, meaning that their effect on the mesh has been made permenent).
And subdivisions can be exported if they are collapsed (in max at least, meaning that their effect on the mesh has been made permenent).