Author Topic: Mark's Stock Galaxy Bridge Remix :)  (Read 6735 times)

Offline Nx-809

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #20 on: November 02, 2012, 06:13:31 PM »
open it with max 2011 and work without conversion to .obj

Vray Render in max 11


In-game without lightmap





Offline eclipse74569

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #21 on: November 02, 2012, 11:36:57 PM »
well, I see there's some tweeking that definitely needs to happen before this can go in game...
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CyAn1d3

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #22 on: November 02, 2012, 11:38:26 PM »
Wow....
Seriously...it looks better with VRay than ingame LOL

well the lightmaps give it that "life" of lighting and shading ingame that Vray essentially did in the render..

if done proper, it TRULY sets off a room
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline eclipse74569

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #23 on: November 02, 2012, 11:39:57 PM »
well the lightmaps give it that "life" of lighting and shading ingame that Vray essentially did in the render..

if done proper, it TRULY sets off a room

LOL Yeah I know...this is why I wouldn't attempt it :P
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CyAn1d3

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #24 on: November 02, 2012, 11:44:11 PM »
LOL Yeah I know...this is why I wouldn't attempt it :P

JUST checking. :P

its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.

then again, ive ALWAYS modded through laptops.... i need to build a tower dammit.

anyhoo. the models are in capable hands now  ;) :funny
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline eclipse74569

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #25 on: November 02, 2012, 11:50:03 PM »
JUST checking. :P

its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.

then again, ive ALWAYS modded through laptops.... i need to build a tower dammit.

anyhoo. the models are in capable hands now  ;) :funny

GAH...every time I think I hit quote I accidently hit "Modify" Damnit I just want to quote....[/endrant]

Yeah, I really have to hand it to you bridge and ship guys....I only hope to achieve what you guys accomplish...this is why it's taken so long to build my model of the Titan (I want my own verision, however I've had a great deal of fun with converting Kophjaeger's Titan....now if I can just motivate myself to finish her).  I really would LOVE to learn how to model and texture/lightmap a bridge...
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CyAn1d3

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #26 on: November 02, 2012, 11:58:23 PM »
GAH...every time I think I hit quote I accidently hit "Modify" Damnit I just want to quote....[/endrant]

Yeah, I really have to hand it to you bridge and ship guys....I only hope to achieve what you guys accomplish...this is why it's taken so long to build my model of the Titan (I want my own verision, however I've had a great deal of fun with converting Kophjaeger's Titan....now if I can just motivate myself to finish her).  I really would LOVE to learn how to model and texture/lightmap a bridge...

if i did video tutorials, they would REQUIRE headphones for the random profanity that is in my environment.... and what i myself verbally produce... wich accounts for 80% of it all.


but as pickles says...
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Lurok91

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #27 on: November 03, 2012, 06:22:37 AM »
its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.

max should work fine, even on a core solo/1GB min setup, as long as don't ask it to do too much  :)  Best advice on baking lightmaps is not to make them too big. 256 grayscale should be fine as standard. I'd only want 512 and/or colour for areas where might want more definition or light effect - say, floors or walls, and even then you can prob shrink that 512 down without losing quality (as we all know, upscaling is bad  :nono:)

This is for eclipse. 

Offline baz1701

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #28 on: November 03, 2012, 08:56:09 AM »
I've got it now in max now thanks to CyAn1d3.

I have some work to do to it beforeI can get it into Max 3

I had to repair some smooth groups and replaced the side panels. but here it is.




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Offline baz1701

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #29 on: November 03, 2012, 10:51:13 AM »
Double post, Most of the Vray re-established.


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Offline JB2005

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #30 on: November 03, 2012, 11:10:25 AM »
The top one's incredible! It could almost be a photograph of the real set!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Bren

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #31 on: November 03, 2012, 01:05:58 PM »
The forward edges of the helm and ops consoles could use some smoothing, but otherwise, as has been noted - the vray renders are photo-real.
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Offline CyAn1d3

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #32 on: November 03, 2012, 02:44:16 PM »
The forward edges of the helm and ops consoles could use some smoothing, but otherwise, as has been noted - the vray renders are photo-real.

Thats not a smoothing error. I know an overlapping/loose vert when I see one lol.
Smoothing polys dosnt throw off the mapping like that.
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline baz1701

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #33 on: November 03, 2012, 07:38:50 PM »
Rebuilt the doors and added a ready room set. The existing doors would not have worked well will Walk FX





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Offline eclipse74569

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #34 on: November 03, 2012, 11:56:18 PM »
Hey Baz, don't forget to put lights on the captains chair where the arm rest/panels are (bottom part those six sided white parts)!
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline baz1701

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #35 on: November 04, 2012, 06:12:25 PM »
I did not care to much for the default command chairs and have replaced them (though stuck to the original texture)

Next I'll rebuild the Ops and Helm seats.



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Offline Jb06

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #36 on: November 04, 2012, 07:00:04 PM »
The chairs look miles better, great work baz!

Offline CyAn1d3

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #37 on: November 04, 2012, 07:24:01 PM »
are you actually modeling the ready room?
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline baz1701

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #38 on: November 07, 2012, 05:44:45 PM »
Not sure about the ready room.

New OPS and Helm chairs


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Offline JimmyB76

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Re: Mark's Stock Galaxy Bridge Remix :)
« Reply #39 on: November 07, 2012, 05:57:33 PM »
that just looks utterly amazing!!  i do hope we can get it working ingame...
it may be rather easy, actually; im assuming it can use all the same anims and character scripts and locations that the stock gal bridge uses...