Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: intermech on September 18, 2009, 08:39:27 am
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I have had an idea for a while to make layers of mesh and use a transparent texture on the outermost layer to give the illusion of detail. After being inspired by watching a couple Star Wars movies recently, I finally gave it a try last night. These renders are of a model that is only 725 polygons.
(http://x67.xanga.com/ee8f620304335254865937/b202627139.jpg)
(http://xc1.xanga.com/01ef7b3ac4335254865939/b202627141.jpg)
The base texture was taken from the bottom view of Serenity's undercarriage . . . of course recolored, and transparencies added.
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That's looking smart IM.. :)
It's going to be SFC3 only though, correct? Or did you try it with SFC2 or 1 as well?
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Thanks!
I have never had luck with transparencies in SFC1, 2, or OP. This will be SFC3 only, maybe Armada. My concern with SFC3 is the Direct X progressive mesh rendering, it could make the wrong faces show at the wrong time. Haven't tested it in game yet.
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Looks good but im lost howd u do that? Is that high poly renders on a low poly mesh ? No wonder im geting nowhere with my work damn textures!
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It is two low poly meshes, one inside the other. The one on the outside uses a .tga texture where the alpha map determines what is seen in the render, those parts where the alpha map is black appear transparent. The second, interior mesh is solid with no alpha map. Because the second mesh is just below the exterior mesh, it gives the appearence of relief. If you look too closely at the model, you will see that there is discontinuity between the meshes.
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Another render . . .
I totally re-did the mesh (and made the stripes red for my Martian Separatist fleet).
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That is awesome. Did you use some sort of stock transparency or did you make it from scratch. I know the color map you said was from the serenity.
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Weird. . . I thought I replied last night with a detailed description. Now my reply is not here? OK, here we go again. I took the original texture and drove the contrast all of the way up in Irfanview. Then I adjusted the brightness to suit. Then I decreased color depth to two (black and white). The advantage of using the original texture is that the transparent spots will follow the contour of the original. Then I used the new black and white texture as the alpha for the .tga image file.