Get feedback from others on your works in progress
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doublez
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by doublez » Mon Mar 23, 2009 4:13 am
I have a computer control console in the cockpit, I'm just leaving that out of the rendering for now. I could add something on the wall to control things like fueling and what not.
How should I keep the thing off the ground? I can't decide between a solid block, a triangle stand, chains, a combination of them or something completely different. Here's a picture off all them together.

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CTZn
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by CTZn » Mon Mar 23, 2009 5:19 am
Well the triangle stand fits better imo, the others two are kind of anachronic
But I think hanging it would be more apropriated... sugg': put a rail on the ceiling and attach it a leverage system (a box with arms ?) that would grab the wings... you can then originate or conduct the tubes through the device.
The picture format also suggests that you could change it, or lower the floor

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doublez
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by doublez » Fri Mar 27, 2009 5:17 am
Most updated version of the arms to hold it up.

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CTZn
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by CTZn » Fri Mar 27, 2009 5:29 am
Sorry doublez I missed your previous post !
Okay I like it, is that functional in order to disengage the ship ? I'm being picky, but if that can work people can't argue much against it
It's going in the right direction imho.
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Kram1032
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by Kram1032 » Fri Mar 27, 2009 7:43 am
very nice progress

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doublez
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by doublez » Fri Mar 27, 2009 8:08 am
Thanks kram
CTZn
Don't worry about it.
So far it will work. I just need some sort of cart to put under it so the arms can be pulled away and the vehicle rolled out of the garage.
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doublez
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by doublez » Tue Apr 14, 2009 9:05 am
Started on some materials. I'm not to happy yet, so lots more testing to do. If any one has any tips on materials plese let me know them, because I'm not to good at them.
(Mostly I need a better steel mat - look at the 'arms'

- There are a few others that need work too. Also if anyone has an idea for the walls of the building I'd like to hear it because I don't know what to do for them.)

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Zom-B

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by Zom-B » Tue Apr 14, 2009 1:07 pm
an Env Map could do some magic for nice reflections on your mats.... With sunsky its hard to get reflectiv stuff looking good!
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CTZn
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by CTZn » Wed Apr 15, 2009 2:10 am
before everything, don't you believe that tonemapping could be ehanced ?
The Zom-B-opposite way would be to use skylight without sky, ie extra-atmospheric

But really leave focus off these walls, their look depends on the environment wich is void (hence Zom-B's advice).
For steel/metals why not use nk materials
or specular reflectivity, both for phong ?
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doublez
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by doublez » Tue Apr 21, 2009 12:05 pm
I decided to take your advice and leave materials where they are for now and work on other parts of it. So first I'm starting with the camera angle. Here's what I have so far...

I think it looks much better already with that. What do you guys think? Also I'll need to make some more on the environment (pit wall, etc.) if I'm going to use a camera angle like this.
I kind of like the tonemapping, the bright white light coming through the garage door, but I think it might need to be turned down some?
Any other comments?
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Stromberg
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by Stromberg » Tue Apr 21, 2009 12:14 pm
Looks better, but it needs something to reflect, and maybe some geometry in this engines.
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benn
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by benn » Tue Apr 21, 2009 12:35 pm
The camera angle is awesome - it looks like a fisheye lens somehow? Makes it seem more opressive. I think if you added some awesome geometry in the engine it would draw your eye in.
I would say it could start to look photorealistic, but I don't know if things like that exist in the real world.

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doublez
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by doublez » Tue Apr 21, 2009 1:54 pm
I have a lot of geometry already made for the engine, I just can render everything at once because of a ram limitation

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doublez
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by doublez » Tue Apr 21, 2009 2:00 pm
I only have 512mb

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