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kryton9
30-03-2007, 07:06
Guys while working with the little time I had today, I came up with an idea I will try. This coming week I won't be able to do much as my Sister is visiting. But in the evenings I will try to work a little.

Here are some pictures of what I was playing with tonight.
If you look at the photos, you can see that I am starting towards some sort of modulization of parts. I messed up tonight and hence no model to share, but you can see that the pilot area will be its own compartment. The first one will be for a single pilot sitting, with all comm, navigation, computer and engineering as well as ships controls in that areas.

The middle part will be the cargo section or people transport etc.

The back end will be propulsion and entry for passengers/pilot. This section will also contain Restroom, and Service Panel, for drinks and food.

It sort of evolved and you can see the mess that came into the model with not matching polys as I tried to go from a single box to this sort of idea.

So this week I will work in parts when I have time and try to build up a nice inventory of parts. Then it will be quick go when I have time to put different pieces together for different vessels and yet have a common look. At least for the Luna Transport Vehicles.

Michael Hartlef
30-03-2007, 08:07
Looks good Kent, fits with the other shuttle.

Petr Schreiber
30-03-2007, 08:25
Hi kryton,

this is very nice design! Quite compact, looks like from more expensive class than your past model, which hass the functional parts "naked".
I am now playing with "Volkswagen" to test out space like movement and physics. All works ok except one detail I need to solve regarding rotations. It is tricky stuff but I am sure it has solution :)


Thanks a lot,
Petr

kryton9
01-04-2007, 07:38
Mike the new export script works great. I got 3 colors, white, red and black all applied to faces. Thanks it makes it nice to work this way.
Here is another people shuttle with no weapons. Learning something with each model and appreciating all the cool models done in movies and tv shows by the pros. Although easy to make a quick model, to make a nice one with textures is very very hard. I just appreciate more and more what I see done by the pros.

Michael Hartlef
01-04-2007, 10:16
Looks good Kent, but different colors were possible before too. The change in 1.03 is now that each material can have a different texture now. Anyway, I'm glad it works and I didn't destroy anything.

Petr Schreiber
01-04-2007, 11:03
Hi kryton,

very nice !
I am finishing first "flight preview" to get your opinion on flight model - you will be able to choose Volkswagen :) or this new great ship.

kryton, I just had to to rotate your ship because it was upside down, and also scaled it down by factor of 4, else it would have windows 10 meters high :)

I have some problems with UDTs now, but I am sure Eros will solve it.


Bye,
Petr

Michael Hartlef
01-04-2007, 12:13
Petr, the Scalelator is back ;D

Petr Schreiber
01-04-2007, 15:08
Yes,

I know I am ill ;D


Bye,
Petr

kryton9
01-04-2007, 20:25
Petr, sorry about the scale and rotation. I know the scale was off, as I reduced it by quite a bit in blender before exporting it. I must have rotated it while working on it early on and forgot. Glad you are an expert at correcting our model orientations and scales.

Mike, Oops, I will try textures on the next model. I was going to texture this one by unwrapping, but it got complicated looking when I unwrapped :) I am going to try to texture the pieces as I go then do one unwrap and texture bake. Hopefully that will give that professional look then.

Petr Schreiber
01-04-2007, 21:00
Hi kryton,

no problem with scaling, it is work for few secs :)
If you could cover your models with texture, that would be terrific. Even now it looks good, but with right painted texture ... hmm :)

One idea for textures - you can see in the preview flames are often "licking" vehicle surface, so some black dust trace would be great ;)


Bye,
Petr

P.S. Less use of vertex color means mini percents of performance up. If all information ( except light !) would be texture baked, it would be ideal.

Michael Hartlef
01-04-2007, 21:11
cheez... and I thought performance isn't an issues with TBGL ;D

Btw. next version of exporter is comming soooon.

Petr Schreiber
01-04-2007, 21:15
Good to hear Mike :),

well, on my PC it is not noticable, but I remember my Radeon 7000 was quite sensitive on multicolor models :)
TBGL does some internal optimizations to decrease this "bad color influence", but you never know ;)...

Bye,
Petr

kryton9
02-04-2007, 06:33
That is amazing, I always thought textures slowed down video cards and that the vertex color was faster. To hear that it is the otherway around is great.

Glad to hear the new script update is around the corner too Mike. I will not be doing much of anything the next few days as visiting with my Sister and doing things all day, I get very tired when I come home late at night. But I will check the bulletin boards :)

kryton9
23-04-2007, 11:34
Update on shuttle. I have been working on it. It went slow as I was trying to learn Blender better and also trying different looks.
This is not final, but good enough for now to show. This is the shuttle no weapons. The movie is in xvid, although the divx watermark shows in the corner. Too long to explain what happened and since just a preview, didn't re-render the animations.

ErosOlmi
23-04-2007, 12:42
But, does Petr need M15 file or blender file to work with it?
Maybe you already exchange it by mail.

Not sure.
Eros

Michael Hartlef
23-04-2007, 12:43
Cool, looks great. Good job Kent.

Petr Schreiber
23-04-2007, 19:37
Hi,

thanks a lot for preview kryton, now the level of detail on engines is exactly what I wanted.
Just one idea ( please don't kill me :-[ ) - the main body has now quite sharp edges, would it be possible to have the edges "bevelled" a bit ?

If not, no problem, even now it looks terrific and I would definitely choose it for space travels ;) Even my brother likes the design ( very hard to see positive critics from him :) ).

Really nice ! And also right dramatic camera... Perfect


Bye,
Petr

kryton9
23-04-2007, 21:21
Eros, I am still working on it so the model wasn't attached. Just wanted to get feedback to tweek it.

Mike, thanks. Learning alot working on it, just hope I can remember what I figured out :)

Petr, I will work on tweeking it. Good ideas, I was trying to keep minimal polys, but since less than 300 faces now in blender, can add more faces.

kryton9
24-04-2007, 07:23
Petr, is there a maximum face or vertices number you can give me that I should stay in for the shuttle (ships) you would like to see. And also one for the future space stations. (Which reminds me of a fun easter egg for the game, in the stations in different hangar bays we can put ships from all of our favorite sci-fi ships from movie and tv as if they are visiting the station.To keep poly count low, they can even be pictures of ships set back in the bay somewhat.)

Minor tweeks in Blender can double the faces quickly, I figured out how to do parts now so that is good.

Attached is a m15 file and texture for it, it looks better if you can turn on smoothing, but still ok without. The textures got a little messed up when I added more faces to the body, if the overall look is ok I will work on fixing the textures.

I still need to add hartlef engine logos, schrieber space system logos and also the ship name. I will remove the LUNA from the back bottom of the ship as well as the ship registration number from the bottom. Or fit them in better if needed.

Petr Schreiber
24-04-2007, 10:03
This - looks - awesome !,

thanks a lot! I like the design a lot now.

Regarding vertex limit... For "occasional" ships I would go to ~1500 vertices, for ships which should appear in hordes around 700-1000.
I think for spacestations up to 2500 would be ok.

We will render them from display lists anyway, so speed should not be problem.

Good idea with easter eggs :)


Thanks a lot again,
Petr

kryton9
24-04-2007, 11:17
Let me know of any changes you would like to it, I like the challenge as it helps me learn. If all is Ok, I will work on the textures. I noticed I resized the texture from 1024 down to 256 and the letttering looks blurry. I meant to try 512 for the texture size.

THanks for the vertex count numbers. I am going to put them in my notes and try to stick within those limits in all designs.

I forgot to mention, once I get the design, I will make 3 textures, one as you see here, new model very clean.
Texture 2 will be a worn down texture of a ship that has been in use.

Texture 3 will be one that has been through a battle or very tough area for non weaponed ships.

Also you might want to zoom inside the body to see what it looks like inside. I didn't put any detail like floors and seats, but it gives you and idea of what the cockpit area will be like.

Which brings me to the cockpit. Did you like the idea of a partial 3d Set as I made in the cockpit example, or did you want more of a game like control panel, but done in 3D? Where you don't see the seats, or sides really but just out front and useful readout and video screen?

Michael Hartlef
24-04-2007, 12:32
This - looks - awesome !,

thanks a lot! I like the design a lot now.

Regarding vertex limit... For "occasional" ships I would go to ~1500 vertices, for ships which should appear in hordes around 700-1000.
I think for spacestations up to 2500 would be ok.

We will render them from display lists anyway, so speed should not be problem.

Good idea with easter eggs :)


Thanks a lot again,
Petr


Thanks Petr for the info. I think it is enough polys to create something decent. Smoothing will help alot and good textures even more. I took a little brake from modeling and doing anything productive the last week. Also caused by a change at work that took a lot out of me but it looks like I get more freetime now and hopefuly can be more productive again.

Petr Schreiber
24-04-2007, 16:59
Hi guys,

kryton, good idea. For bigger models 512x512 should be ok.
Thanks a lot for your work :)

Regarding cockpit, I was finally thinking of basic interier, chair would be nice, but probably no displays - all would be integrated in flight helmet / glasses. This will allow to have all info accessible at any time.

Mike, any modelling from your part would be super, if you will have time :)


Bye,
Petr

Michael Hartlef
24-04-2007, 18:55
Problem is I don't wanna interfear with Kents work, so I'm not sure what to work on besides the cinematic I posted a test for.

Petr Schreiber
24-04-2007, 21:06
Mike,

I think you are the right one who can do the classic stinky bug in little bit highpolier ( hehe, what a word :) ) form.

If I understand it correctly, kryton concentrates on ships of "good ones", so you could pick the "evil ones" ?

I can see you both have very nice and unique style, so each doing opposite sides of barricade :) will be perfect, assuring different style while maintaining top quality.

What do you think ?


Bye,
Petr

Michael Hartlef
24-04-2007, 22:04
You mean a higher poly version of stinky bug for in the game?

Do you need more lowpoly enemy ships?

kryton9
25-04-2007, 00:03
Mike you are never interfering. Yes, please model away and as Petr said I thought we were sort of splitting it up I do earth ships you do enemy ships, but at the same time if you feel inspired for a ship on earth side go ahead and model. It is all for the game so I want to see what works best.

If you want to do some space stations too, please do. We can always use all models in the backgrounds etc. SO the more models the merrier.

I will also get into music in a month or so, I hope to be setup for it by then. So it will take some load off you that way too.

Petr, since this a shuttle and not a fighter, I woudl think the consoles would have the controls as there is space in the ship for it, as in star trek. I think the fighters could have the heads up display minimal cockpit.

What do you think?

Petr Schreiber
25-04-2007, 13:21
Good point,

please do what you have taste for, I don't want to force you to do something!

kryton, nice idea.
I would prefer all dynamic info on helmet and then I was also thinking of clickable cockpit ( you could press buttons on the dashboard ) to switch something on off. This would be optional.
Because some dynamic displays mapped LCDs would need multipass render, which maybe would not be so terrible, but to keep it simple...


Bye,
Petr

Michael Hartlef
25-04-2007, 15:36
To much freedom Petr :D

kryton9
25-04-2007, 20:49
I would prefer all dynamic info on helmet and then I was also thinking of clickable cockpit ( you could press buttons on the dashboard ) to switch something on off. This would be optional.
Because some dynamic displays mapped LCDs would need multipass render, which maybe would not be so terrible, but to keep it simple...


I guess when we have more tests available it will be easier. Once I get the ship shape locked down I will redo 2 cockpit versions as a start and then you can add the helmet displays and we can see how they work together, also throw in a video message from Mike into the display screen :)

Michael Hartlef
29-04-2007, 10:33
Here are some screenshots of where the highpoly version of stinky bug is right now. Weapons are not modeled right now, I will mount them under the tips of the wings. The botton has not been panelized, as I'm not sure if it will be visible in screenshots and cinematics. Texturing this buddy will be hard, but I have to do it. :)

So, what do you think, especially the engines.

Petr Schreiber
29-04-2007, 10:44
Mike,

I have no words !
Beautiful ! I like the engine ends, looks quite "alienish" and hi-tech.
Panelization looks very nice too !

Great, profi job :o


THANKS,
Petr

kryton9
29-04-2007, 11:47
Mike, I second everything Petr said. Very wonderful different design and very neat diffent alien engine look for sure. I like it from all views.
That is really looking awesome!!

Michael Hartlef
29-04-2007, 13:02
Thanks guys. Then I will work further on it.

Michael Hartlef
07-06-2007, 21:34
Here is another little enemy ship. I you like then you can use it. Stinky bug is still my favorite but I was playing with this today and thought it was worth posting it.

Petr Schreiber
07-06-2007, 22:20
Hi Mike,

another perfect ship!
I am leaving for few days tomorrow, but then I think I will make it fly ;)

I like both texture and shape as well as keeping alien style, good work!

Thanks,
Petr

kryton9
07-06-2007, 23:52
Way to go Mike!! Add to that impressive fleet of cool ships. Thanks a nice present for the weekend to play with!!

Michael Hartlef
08-06-2007, 08:54
Thanks guys. :)

kryton9
12-06-2007, 10:26
Here is a model for instant action game, player ship, one gun fighter.
Since the player's ships are seen more from the back.

This ship shoots from the front nose and has a single rocket in the back.

I wanted it to look sort of retro and as the player advances will get nicer ships.

Only 82 faces.

the m15 file belongs in the model folder and the bmp in the textures folder.

The latest attachment is below the next reply

Petr Schreiber
12-06-2007, 10:46
Hi Kent,

very nice ship! And so low number of polys !
With some particle jet spray it will be ultimate :)

I have just one problem, the model is a bit rotated like it is falling on its left side, could you align it or at least say what is the rotation angle ? It is something like 22, but not exactly.


Thanks,
Petr

kryton9
12-06-2007, 19:53
Sorry about that Petr, glad you have a good eye to catch things like this!!

I also realized I kept switching the letters in the name from ia to ai, so hopefully fixed all of that too.
Thanks.

Petr Schreiber
12-06-2007, 22:11
Hi kryton,

it seems filesize of model changed, but it is still elevated.
This is weird :)

Bye,
Petr

kryton9
13-06-2007, 00:00
Petr, did you look at the blender file? It looks all ok in blender from what I can see. but you are right, when I load it in it is crooked.
I fixed all of it in thinBasic Model Viewer. Here are the settings from the ini file it creates. Hope it helps you set it up.
If not let me know.


number of models=1
name1=iaP1GunFighter.m15
px1=2.25
py1=-14.2749999999999986
pz1=-5.02500000000011227
sx1=1
sy1=1
sz1=1
rx1=103.575000000010846
ry1=21.4750000000001613
rz1=1.40000000000000036
smooth1=-2
light1=1
blend1=-2
visible1=1

kryton9
13-06-2007, 05:28
Here are the player ships so far. I enclosed a readme with the settings in the model viewer that I got. This sets them to scale as they should be and could help with rotations.
The blender file, texture bmp, m15 model and readme.txt are attached.

Also is a screenshot from within the model viewer of all player ships in relation to each.

Petr Schreiber
13-06-2007, 08:33
Wow,

thank you, that info was what I needed !
I like new dark blue textures, look good.

The iaP2GunWfighter.m15 has especially very nice design, and iaP4GunWfighter.m15 looks good in dark blue.
Good work again! ;)

So all is allright I think,
now to scare you with little off-topic - I finally found how to unwrap texture UVs in Wings3D, see result below :D
On this model I found one bug in TBGL, fix was sent to Eros, so when he will be back he can include it in tB 1.4.0.0 SE ( as well as fixed color syntax in thinAIR ).


Bye,
Petr

Michael Hartlef
13-06-2007, 09:45
Petr, did you look at the blender file? It looks all ok in blender from what I can see. but you are right, when I load it in it is crooked.
I fixed all of it in thinBasic Model Viewer. Here are the settings from the ini file it creates. Hope it helps you set it up.
If not let me know.


number of models=1
name1=iaP1GunFighter.m15
px1=2.25
py1=-14.2749999999999986
pz1=-5.02500000000011227
sx1=1
sy1=1
sz1=1
rx1=103.575000000010846
ry1=21.4750000000001613
rz1=1.40000000000000036
smooth1=-2
light1=1
blend1=-2
visible1=1



Kent, do you run the last version of the the blender exporter? This problem could occur with older versions, when you rotate in edit mode but then rotate back in scene mode. Also look at teh export settings, there you can rotate the model for the export only, maybe you had some different values there. I will look at your blender model tonight. Maybe I can find out what is wrong.

Anyway, new ships look good from the screenshots so far.

Petr, nice monster you created there. :)

kryton9
13-06-2007, 10:36
Mike, it has nothing to do with your script, it is working like a champ. It makes life so nice to have that export script, you don't know how much!! Thanks.

Petr, cool monster. In the early 1980's they had these little crazy looking balls for kids and that monster reminded me of them.
I didn't know you could texture and export out from wings3d? I assume you exported out as obj file then and brought it into tbgl that way?

Glad you liked the models and all is working now. I will make a few more tomorrow to wrap up the player ships.

Petr Schreiber
13-06-2007, 10:45
:)

Wings3D has nice OBJ export, which then I read ( and scale Mike ! :D ) in thinEdge.

I also didn't know I can texture in Wings, but I found it by accident and it is just few clicks to unwrap.
In thinEdge I have some trouble with precision, I think I am rounding somewhere and then smoothing is not working as it should, still searching ... so I am searching the problem and meanwhile playing with Wings :)

Regadring the "space cooking" - it would also save some size.

I am looking forward to your models :)

Bye,
Petr

Michael Hartlef
13-06-2007, 18:40
mmh, I exported the ships with the latest version and no tilting like Eros mentioned. If I open the first ship in thinEdge, it is tilted, my exported version not. So I don't know if Kent don't use the latest version or not. I noticed that the exporter doesn't save a texture entry with the second ship. Did you add it by hand Kent? It also exports more layers, so I think you are using not the latest version, or?

Michael Hartlef
13-06-2007, 18:54
Ok, a little hint. ThinEdge_Viewer doens't like directory names that you get when you extract the rar file into a folder that reassembles the filename and has that minus character in it. Ok, the second file had 2 models in it, I guess one for texture backing. Once I deleted that, it exports fine. The old version of the exporter didn't bother with it I guess. Still, I have to fix the exporter to export the texture of the second "cube".

Petr Schreiber
13-06-2007, 19:05
Hi Mike,

I fix this issue in viewer tommorow and post it, thanks for report.
Current viewer uses "-" as parameter delimiter, so it is confused a bit.


Bye,
Petr

Michael Hartlef
13-06-2007, 19:10
I fixed the bug with the missing texture when one model as a texture and the next one doesn't. I will upload a new version of the exporter in a second.

Petr Schreiber
13-06-2007, 20:06
Uff,

I was slow :(
Here is improved version of model viewer:


Vertexcount displayed
Polycount displayed
"Smart" camera tries to view whole model on start
Visualisation quality and speed meets new TBGL, so it is WYSIWYG again
Few kB smaller than previous version
"-" in filename should not be causing problems


Download from here (http://community.thinbasic.com/index.php?topic=593.0)

Bye,
Petr

EDIT: New viewer added to exporter ZIP too

kryton9
13-06-2007, 21:26
mmh, I exported the ships with the latest version and no tilting like Eros mentioned. If I open the first ship in thinEdge, it is tilted, my exported version not. So I don't know if Kent don't use the latest version or not. I noticed that the exporter doesn't save a texture entry with the second ship. Did you add it by hand Kent? It also exports more layers, so I think you are using not the latest version, or?


Mike, yes I did lots of editing by hand as I was naming files with switched characters, so I went through and manually renamed all of them. I can't remember where I did what, but I do remember going into all the files and doing lots of manual editing.

kryton9
14-06-2007, 05:47
Well here are the final 6 player ships. I redid the main ship to look in line with the other ships. It just didn't look good anymore compared to the others and since was going to be the last ship, it had to look powerful :)

Michael Hartlef
14-06-2007, 06:30
Nice! :)

Petr Schreiber
14-06-2007, 08:55
Perfect work kryton,

very diverse and nice !
The "biplane" is interesting :) and the last powership really looks powerful like mammoth!


Thanks a lot,
Petr

kryton9
14-06-2007, 12:47
Thanks guys. Glad you liked them!!

ErosOlmi
18-06-2007, 15:08
Really beautiful.

kryton9
18-06-2007, 22:53
Thanks Eros, I will work on some background models this week, like space stations.

Petr Schreiber
22-06-2007, 14:18
Hi kryton,

I am cleaning up topDown instant code and also using the new ships.
There is little trouble with them - they are very hardly visible on dark background and on bright I can see silhouette good but it is still very dark when I cast lighting on. Could I make them silver/gray instead of blue ?

Bye,
Petr

ErosOlmi
22-06-2007, 14:53
Gost ships! Like vulcan space ships :D

kryton9
22-06-2007, 17:45
Petr, that is strange as in the model viewer where I took the shots, the background is black and they come out. I wonder why that is?

About changing the colors, of course, no problems. I wasn't sure if you wanted me to change them or you. But it is simple enough to change in any decent paint program.

Let me know. I will work on the space stations today then to give you some more things :)

Michael Hartlef
22-06-2007, 17:57
The modelviewer has lights stationary next to the model, the game not.

kryton9
22-06-2007, 18:28
Mike, I made the model viewer use the same lighting setup as instant action game. It might have changed however, since I went with the lighting setup from awhile ago.

Petr Schreiber
22-06-2007, 22:30
Hi kryton,

Mike's right, light position in game changes -> placed on location of last explosion.
This behaviour will be modified in final instant game to have one static and one dynamic ( for explosions, temporary with fade in/out ).

Eros, no Vulcans, Mr.Spock is suspicious guy ! (http://www.youtube.com/watch?v=3uxTpyCdriY) ;D ( hope I won't be banned for posting this video :D )

The most basic ship is visible ok, so I will probably just brighten needed parts on darker models.


Bye,
Petr

kryton9
23-06-2007, 00:00
Petr, thanks go ahead and lighten them up as needed. I hope to have one of the space stations to you soon.

Since I reformatted my computers, had to reinstall blender, the gimp etc. Blender is now 2 versions higher and different. so taking me longer to get it going.

kryton9
23-06-2007, 02:33
Got 2 stations finished in the new Blender. Took awhile to figure out the changes to texture baking, but fun to get back into it. The ini file has some settings that might be a good start Petr, then you can tweak from there :)

Michael Hartlef
23-06-2007, 07:02
Kent: Sorry I thought it was taken from the thinedge viewer.

The stations look very good. Great job!

kryton9
23-06-2007, 11:51
Mike nothing to be sorry for. I appreciated you offering the answer. If you download the latest blender, a lot of the useful texture baking scripts were not in there. I had to go to version 2.42 to get the ones I liked. Luckily they work in the new version.

These models are meant to be in the background at some distance as not much detail. Glad you liked them. Thanks.

Michael Hartlef
23-06-2007, 12:30
I think Blender 2.44 uses Python 2.5 now and maybe these scripts were not updated. I use Blender 2.43 now, works great.

Btw. two days ago I got the Essential Blender book. It is really good I think. For the price, it was a steal.

Petr Schreiber
23-06-2007, 14:11
kryton,

beautiful work!

Yesterday I did lot of workon TD, but one fatal problem occured, I will explain more in new post :(


Bye,
Petr

kryton9
23-06-2007, 22:14
Mike the old scripts work in the new blender. Also I discovered the rounded theme in the themes section. I really like the look and feel with it. Mike, did you know python before hand or did you pick it up to write your wonderful export plugin? What are your thoughts on python?

Petr, OUCH, posted about your computer problem, hope for a speedy and inexpensive fix.

Michael Hartlef
24-06-2007, 08:00
No, I had to read it up and look at other exporters. Python has some nice features, it's list functionalities are great. What I hate is that the contents of loops is detected by the indention. And sometimes Python acts differently when you don't have this consistant. It is a differences between using a TAB and the equal amount of SPACE. So you need an editor that works good on that part and I have now SHOW WHITESPACES allways on. This feature caused me some headaches I can tell you.

kryton9
24-06-2007, 09:57
That sounds terrible, glad you figured out what was the problem. That would be a tough one to figure out. Anyways these models would not be possible if it wasn't for that great script!! thanks.

Michael Hartlef
24-06-2007, 10:18
Np. :)

misthema
29-02-2008, 06:47
Omg!

These are very beautyful spaceships! If I just could make something that cool... :'(

How long does it take to make those?

(Sorry for posting very old topic. The spaceships just were so cool so I had to say something ^^ )

Michael Hartlef
29-02-2008, 08:26
Np misthema. And thanks for the nice words. I'm sure I will post some more soon as I feel the urge of creating something again. How long does it take? Mmmh, I can only speak for myself here. First, I have the following work flow:

1) Modeling in Hexgon 2.2, then export it as an OBJ file
2) Import into Ultimate Unwrap to create the UV files for the texture, export a template texture map
3) Create the texture map in Adobe Photoshop
4) Load the map into Ultimate Unwrap, export the OBJ file again, this time including the UV/texture settings
5) Import the OBJ into Blender, export it to the M15 file format

All together for a lowpoly space ship like the Stinkybug it took me maybe 2 hours. Next time I will messure it
and post the time too.

Cheers
Michael

misthema
29-02-2008, 17:35
Hi,

wow.. You sounded like a professional when you said it tooked only 2 hours to make. :)
I can only use Blender, becouse I don't have that kind of money to buy those softwares. :/
But Blender still has that all: UV/Texture mapping and stuff.

Maybe I should start learning it and maybe I can make something that cool in the future! ^^

Thanks,
misthema

ErosOlmi
29-02-2008, 17:41
misthema

you can find here: http://community.thinbasic.com/index.php?topic=593.0
Mike and Petr work in order to create a Blender model and export into M15 (native TBGL file model format) complete with textures.
M15 files can be directly managed by TBGL module.

Mike has developed a Phyton script that export a Blender model into M15 format.
Hope it can help.

Ciao
Eros

Petr Schreiber
29-02-2008, 17:58
Hi,

also there is an OBJ2M15 (http://community.thinbasic.com/index.php?topic=1418.msg10052#msg10052) converter.
It allows you to convert multiple OBJs at once to appropriate M15s.
Other thing is heightmap (http://community.thinbasic.com/index.php?topic=1117.msg7524#msg7524) converter, to create terrains from bitmap.

Blender + M15 plugin is very nice and the most robust solution.


Bye,
Petr

Michael Hartlef
29-02-2008, 20:03
Also there are some routines in the works, that will bring Blitz3D models to thinBasic/TBGL . Static meshes are allready possible and the animation, I'm working on that.

Michael Hartlef
29-02-2008, 20:27
Hi,

wow.. You sounded like a professional when you said it tooked only 2 hours to make. :)
I can only use Blender, becouse I don't have that kind of money to buy those softwares. :/
But Blender still has that all: UV/Texture mapping and stuff.

Maybe I should start learning it and maybe I can make something that cool in the future! ^^

Thanks,
misthema


Nope, just being a hobby artist. When you know a tool, then it really helps bringing your thoughts to life.
I'm much more familiar with Hexagon than Blender. Kent created his spaceships in Blender, I think
But Blender really has it all. If you like it and can manage it, then you don't need more.

kryton9
01-03-2008, 07:27
Blender is really great for making game content as well as everything else it does.
Glad you are into gaming and graphics, nice to have another one like us!

misthema
02-03-2008, 02:06
Hi,

I've now started to learn Blender and I managed to make a simple spaceship.
It's not that cool, but I'm satisfied with it (it's still my first model!). ^^

I think I might tweak it a bit when I have more time. Pics are attached.

kryton9
02-03-2008, 06:34
Hey that is a great start. Nice low poly looking models. You will be surprised how cool that will look with textures added. You have nice surfaces that can show off cool things with textures. So very nice design to work with. Keep us updated!

Michael Hartlef
02-03-2008, 08:45
Hey, that's a nice start. Thanks for sharing. And keep them comming. :)

Petr Schreiber
02-03-2008, 11:56
Hi misthema,

nice model, really robust little starship!
Does it have name yet?


Petr

misthema
02-03-2008, 19:09
Hi,

thanks for comments! I haven't figured out the name yet and I think I'll put some textures first so I know how to name it (for bad or good name). And I think I'll sculp some nice details on it, like it's been hit or something. Maybe I'll make multiple textures for it, so I can switch them when it gains damage or something. ;)

I'll let you know if something comes up. :)

misthema

PS. If you want to use this in your games or examples/tests, I'll be pleased to share it!

Petr Schreiber
02-03-2008, 21:26
Thanks for kind offer,

I am looking forward to textured version, there is never enough models for scripts :)


Bye,
Petr

Michael Hartlef
02-03-2008, 23:06
Petr, you said that if I go for it then you will too ;D

Please welcome a new opponent, StinkyBug2 if you will ;) I have to hit the bed soon, so let me know how you like it.

Cheers
Michael

Petr Schreiber
02-03-2008, 23:10
aaaa

... and it is back again. I will pick up my space skafander and start the engines!
Fantastic, fantastic job!

The design is superb, I can feel the power of this flying beast!
That "concept art" is very nice, I havent seen anything similar yet :o

I think you will see it in motion soon!


Thanks^lot,
Petr

kryton9
02-03-2008, 23:33
Mike, another beautiful design and really great screenshots to show off the cool design!!

Misthema, one thing is not to really model the details too much but use textures. You will be amazed with the details a good texture can provide.

Take a look at these screenshots. As you see very detailed almost real compositions, but with very simple models underneath, Most of the work is in the awesome textures they created:

http://www.3dbuzz.com/vbforum/showthread.php?t=161713&highlight=workspace+contest+entry

Michael Hartlef
03-03-2008, 07:06
Thanks guys. Yes, a good texture is half the rent. But for me allways the hardest part. :)

Edit:


That "concept art" is very nice, I havent seen anything similar yet

Someone posted a nice sketch material at ZBrushCentral and so I loaded it into ZBrush3 and voila, I like the effect very much.

misthema
03-03-2010, 20:00
Muahhah! I am evil, and I make this bump. =)

I'm alive, as you can see. We made a new model with my friend (I mean, my friend made this while I was shouting instructions and opinions to him, and on top of that, we were both kinda drunk while making this).

This is called "The Hauki", which is a finnish fish, called 'northern pike' in english. Hope you don't get angry and rage for me bumping this up.. :'<
Anyways, here's the pics:

Petr Schreiber
03-03-2010, 20:11
Misthema, how could you... :lol: I am happy to see you alive!

Just next time please do not hesitate to open new topic, so you can update your model to the first post of the thread.
The model looks good, are you guys using Blender 2.49 pipeline or did you jumped 2.5 beta train already?

Now some texturing, looking forward to updated version!


Petr

misthema
04-03-2010, 15:18
Hi Petr! ^^

We're using Blender 2.49. Haven't heard about 2.5 beta yet.. o_O'7
I'm making the textures today and will update in new thread when ready. =)



~misthema