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Hash, Inc. - Animation:Master

PurpleDingo

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Posts posted by PurpleDingo

  1. Hey everybody. Just to try to keep this alive....can't believe it's been 4 months since I posted anything......I have some new images and video now that I'll try to post soon. I've been collecting everything onto my Windows Live Skydrive. Right now, the ship is over 75 (closer to 90?) percent complete; working on texturing and detail work. I've been playing with lighting and boolean cutters for some of the windows and successfully launched photon torpedoes!

  2. Here is the model so far, anything I need to do to correct it?

     

    Still need to toss in the bones but think I will need to plant all four feet on the ground prior to rigging. The model I basic enough that it should be possible to make a mouse, rat and rabbit from the same mesh with some tweaking.

     

    If you guys want to fiddle with the model let me know and I'll post the prj

     

    Hey, sorry I haven't responded much. That looks great so far. Thanks so much!

  3. The thickness of the saucer is to accomodate for 2 hanger bays that'll be on the back of the saucer on each side of the impulse deck. I also played with the focal length of the camera. The saucer is supposed to be 4 decks high and yeah, the plating is way too small. I've been looking over screenshots of the CG Enterprise from the remastered Original Series, such as this one from the remastered "Doomsday Machine".

     

    post-9622-1268423017_thumb.jpg

     

    Baby steps :)

     

    Thanks for the support and input, guys!

  4. Unless I'm mistooken, the Aztec pattern wasn't introduced until Star Trek: The Motion Picture. This is an Original Series era ship.

     

    I've got some other textures I'm going to try out though, or, crazy thought....I'll make one. *gasp!*

  5. Here's a shot underneath the saucer. I turned AO off and made the bump maps displacement, though I'm seeing some distortion with them. Maybe I need to turn down the percentage. I think it was set at 100%.

     

    I added the main sensor array and navigation dome and played with the specular settings. I'm not totally digging the hull texture.

     

    25 passes, 1920x1080 and took only 5 minutes on the nose :)

     

    post-9622-1268404259_thumb.jpg

  6. Eric,

     

    Ultimately, animations. I've done a few short tests looking at specularity playing against hull plating. In my research of AO, I was beginning to wonder if AO in outer space really made any sense.

     

    Thanks for the input. I'll take a look at the stills gallery and get some new shots. Thanks!

     

    -Bryan.

  7. That's because they're bump maps. With the angle to the camera, the illusion us being lost with the windows on the edge of the saucer. I believe the concensus was that AO and displacement maps didn't play well together, at least not with v13t. Maybe I'll play with it more when I upgrade to 15, but for now I'm happy with Eric's new maps. I have to move on to rebuilding the nacelles. I have nifty plans for them.....nifty, I say!

  8. Eric, thank you again for all your help. I'll try out the new maps maybe tonight if I get a chance and post some new images.

     

    I'm honored my little project was able to keep your boredom in check. I just got over the flu not too long ago, so I feel your pain.

     

    Hope you feel better soon!

     

    -Dingo.

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