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Battlezone Forums • The Fae (Warning Many Images) - Page 8
Page 8 of 19

Re: The Fae (Warning Many Images)

Posted: Thu Sep 22, 2011 2:12 am
by Clavin12
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:
Image

Re: The Fae (Warning Many Images)

Posted: Thu Sep 22, 2011 7:49 pm
by APCs r Evil
Oh well there ya go then.

Doom has a lot of goat-like demons.

Re: The Fae (Warning Many Images)

Posted: Thu Sep 22, 2011 9:58 pm
by MrTwosheds
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)

Posted: Thu Sep 22, 2011 10:02 pm
by Clavin12
It goes way, way back.

Re: The Fae (Warning Many Images)

Posted: Fri Sep 23, 2011 4:09 pm
by Clavin12
Here is a basic Archer concept:

Image
And an update on the bull's head tank:

Image

Re: The Fae (Warning Many Images)

Posted: Mon Sep 26, 2011 4:22 pm
by Clavin12
A pilot concept.
Image

Re: The Fae (Warning Many Images)

Posted: Mon Sep 26, 2011 4:37 pm
by Ded10c
How does that look with smoothing off?

Re: The Fae (Warning Many Images)

Posted: Mon Sep 26, 2011 8:38 pm
by Clavin12
Image

Re: The Fae (Warning Many Images)

Posted: Tue Sep 27, 2011 12:42 am
by Josiah
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)

Posted: Tue Sep 27, 2011 1:13 am
by Clavin12
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)

Posted: Tue Sep 27, 2011 1:43 am
by Warfreak
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...
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.

Re: The Fae (Warning Many Images)

Posted: Tue Sep 27, 2011 2:29 am
by Clavin12
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.

Re: The Fae (Warning Many Images)

Posted: Tue Sep 27, 2011 2:47 am
by MrTwosheds
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...

Re: The Fae (Warning Many Images)

Posted: Tue Sep 27, 2011 12:13 pm
by Clavin12
I know all about normals, and the difference between the two smoothings.

Re: The Fae (Warning Many Images)

Posted: Tue Sep 27, 2011 4:40 pm
by Nielk1
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).