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Messages - Howard Day
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191
2D & 3D / Re: Low Poly in 3DS Max 7
« on: September 30, 2008, 10:21:27 pm »
Dusty: Your best bet is to use a vertex weld - usually found under Editable-Poly > Weld (you need to have the verts selected) give it a low threshold (less than .01) and that should fix that problem for you. Alternatively, you might want to look into the "Symmetry" modifier, which does all of this fun stuff for you. :D

192
2D & 3D / Re: UV Mapping in Lightwave
« on: September 30, 2008, 10:19:02 pm »
Nice start! You might want to think about mirroring the textures - unless you plan on having distinct details on each side of the ship, that's probably the best way to go. Also, if you turn off "texture filtering" in Render Options, you'll see a much clearer version of your texture applied to your model.
I look forward to seeing where this goes!

193
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 30, 2008, 05:36:20 am »

194
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 29, 2008, 05:02:39 am »
And here's the HUD with the gauges filled in...

http://www.hedfiles.net/pixel/hudtest2.png

Thoughts?

195
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 28, 2008, 05:30:49 am »
ptoing: Good idea! I had hoped to use the scaling of the flares to emulate this - but the full-on-flashing may work better.

Anyhow, here's the first run on the HUD...

and here it is as I imagine it looking in the game...
http://www.hedfiles.net/pixel/hudtest.png

Thoughts, desires, C+C?

196
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 27, 2008, 11:52:53 pm »
Wow, that black-red color scheme looks ace! Could match to an evil pirate. On the new fighter, I even like the nozzle placement!  ;)

About the shield effect: I think it would look better if the explosions have another color than the texture of the craft. e.g. red instead of blue in this example. How did you achieve this effect? Just a bend area with animated, transparent texture?

Thanks - I agree with you on the color differential thing on the shield hits... hopefully that's something we can dynamically adjust in code to make the shields and engines be complementary colors. The effect was placed on a curved surface and animated - it's pretty simple, and I can provide the MAX file for it if anyone's interested.


About the textures. I guess it is mainly personal taste, but they are a bit nondescript in places. Also I would probably make the colourramps less straight, as in introduce a bit of colourshifting as the green on the ship goes darker for example. Another thing I find a bit boring is that the engine glow matches the colour of the ship. I would go for something complimentary, like red/orange glow on green ship, orange/yellow on blue/grey ship and so on.

I really like that pirate ship tho, looks like a proper popcorn enemy :D

Looking forward to more. :y:
I'm glad you like the pirate fighter...sooo many more of these to do, good to get it started off right.
Ah, right. Yeah, I see what you mean about the color ramps and engine glows. The only thing I can say is that the colors of your ship, and the ships you come across will most likely be controlled by code - and i don't see why we could set it up so that the hue of the colors chosen changes incrementally as the brightness fades off. At least I hope we can.

Anyhow, here's a couple of drive flare tests...the first is with simple 1-bit cutoff alpha and the second is with additive transparency blending... I'd like to ask if anyone has an opinion as to which one we should use? I like them both, but I think the additive blending might be getting away from the overall style. Thoughts?

197
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 26, 2008, 09:09:05 pm »
And here's a space pirate...one of the more common enemies.


Still looking for C+C! :D

198
2D & 3D / Re: Low Poly in 3DS Max 7
« on: September 25, 2008, 07:46:05 pm »
You can add more polygons to the object but using the "Cut" tool in Editable Poly. You can also use the slice modifier to add larger, precisely-oriented straight line cuts to the surface. By default it will affect the whole object, but if you have faces selected, then apply it to the object, it will affect only those faces. Kind of handy.


199
2D & 3D / Re: NES
« on: September 25, 2008, 07:44:12 pm »
Hey! That turned out pretty well! I'd suggest adding more frames of animation to the turnaround - smoother animation makes it easier to see the forms and textures. That's my opinion, anyway. :D And finding some way to do the red text on the cartridge door and reset buttons would really help, too. It's very monochromatic, and those little splashed of red would really help draw the eye.
Good work!

200
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 25, 2008, 06:42:48 am »
Little bit of an update... Shield test and a Cargo container...



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