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DogmaD
12-11-2005, 06:29 PM
EDIT, LATEST RENDER:
http://www.tangrin.com/aegispublic/hovership9.jpg

Engine effects:

blue engine (http://www.tangrin.com/aegispublic/ptest1.avi)
red engine (http://www.tangrin.com/aegispublic/ptest3.avi)

Texture in action:

http://www.tangrin.com/aegispublic/enginecloseup.jpg

And here is an animation so you can see how the textures react when rotated:

engine in motion test (http://www.tangrin.com/aegispublic/enginetest1.avi)

Hello Everyone,

It must have been ages since I have posted in the WIP section. But I am planning to use it some more for the stuff I am working on in the collaborations I am in. So let me first introduce myself. I am the teamleader of the Aegis collaboration here on CGTalk. I also do some work on the Shirowproject and I have been working with Boy1da(at least, he has been helping me out). He also has a very nice collaboration going. Anyway, on to the work, I am working on a hovership that needs texturing.

http://www.tangrin.com/aegispublic/hovership_small.jpg

And a large render over here: 1080p render
(http://www.tangrin.com/aegispublic/hovership.jpg)
Some more info. The initial concept was done by element5. I did the modeling. The current texture stage was then done by Boy1da. He is kind of busy right now with his own collaboration, so I am going to go on texturing with it. I thought it might be nice to make a WIP thread out of it. If they are a success then I might start some more on different stuff, like characters and environments, and maybe also work that has been done with other collaborations. Oh, for anyone who would like to join collaborations, you can find them over here (http://forums.cgsociety.org/forumdisplay.php?f=73). There are lots of different things going on, so there might be something nice for you too.

Well, what I am mostly looking for is comments on the texturing as I move along, and on the engine effects that I will add later. But you can offcourse rip anything else apart if you like ;).

matobarros
12-11-2005, 07:21 PM
I think the model it's great.. in what software are you working on? Can you show us some wireframes?

Congratulations, and I hope to see more soon!

Greetings from Chile

DogmaD
12-11-2005, 08:04 PM
3d Max for modeling, Brazil for Rendering. Photoshop for texturing.

Wires:
http://www.tangrin.com/aegispublic/hovership_wire.jpg

matobarros
12-11-2005, 08:48 PM
THanks!.. very fast answer..jejeje...

Great.. Are you working on the textures right now? Dou you have some updates to share with us?

I use Maya and I'm learning how to texturize and iluminate... so, it's very interesting for me to see this kind of work, how to move the textures to the software, etc..

DogmaD
12-11-2005, 08:53 PM
Yeah, I am currently working on texturing the headpiece. Just to get started. Anyway, I will share as much info with you as I can. But I first have to contact Boy1da to see if he minds if I show the textures he did for the hovership.

BOY1DA
12-12-2005, 04:56 AM
Hey Dogma, this should be fun to follow.

I can't wait to see the effects on the engines...

Feel free to post or modify anything I've done I don't mind at all.
It's all "open source" as far as I see it.

GOOD LUCK !

DogmaD
12-12-2005, 11:33 AM
Cool Omar :).
And an update:

http://www.tangrin.com/aegispublic/hovership2_small.jpg

Hi res version, here (http://www.tangrin.com/aegispublic/hovership2.jpg).

Texture samples:
bullet (http://www.tangrin.com/aegispublic/bullet.jpg)
ammobox (http://www.tangrin.com/aegispublic/ammobox.jpg)

At the moment i just use this texture in the diffuse, bump, and specular color slots. For reflections I use a HDRI environment map. No raytracing because that will kill rendertimes and all this material will be used for animation

mijaba
12-12-2005, 12:43 PM
bad ASSS! run from THIS you terrorist BITCHES!

stuh505
12-12-2005, 05:48 PM
Dogma,

Looks very sweet...love the modelling. I think the render would look cooler if those panels on the underside were glowing/blooming white energy that was used to suspend the craft

matobarros
12-12-2005, 07:39 PM
I think the same... maybe with a kind of blue light with blur like in the ships of Matrix... or maybe in reds/yellows...

But right now, the details that you put there, are too dark to be seen..

(sorry for the english...)

DogmaD
12-12-2005, 09:04 PM
I think the same... maybe with a kind of blue light with blur like in the ships of Matrix... or maybe in reds/yellows...

But right now, the details that you put there, are too dark to be seen..

(sorry for the english...)

I was thinking of trying orange glows. Because blue glow is overdone :). But I don't know how it will look yet. Hmmm, how dark is it? Because my screen is pretty bright. So I might need to change settings. Coul you give me some specifics of what is dark?

sllink
12-12-2005, 10:36 PM
Excellent job as usual Dogma. The only thing I think I would add and again it doesnt need it but what might take it a bit further is more scrapes and scratches. You have some wear and tear built into your texutre but none that scrape the paint off or go to the metal so it still kinda has that rubber float look to it. (roll bars, front or sides of craft) I guess the gunner is a deadman if that thing tips over... he he hee. I would add a couple more decals for the heck of it especially on the ammo boxes (mabe a this side up with and arrow or something).

If you dont change anything it will still look excellent though hopes this helps:thumbsup:

DogmaD
12-12-2005, 10:50 PM
Thanks for the advice. I see what you mean. The problem might be that I am still working with one texture for all the map channels. So I will need to seperate that at some point. I will also start tearing some paint from the model :). Some parts still have placeholder materials by the way. Like the black and grey stuff. I will also add some more decals. I just did not know any good ones to add :).

sllink
12-12-2005, 11:24 PM
Here are some references for you :thumbsup:

http://i-dent.com/custom.html

http://www.usmilitarysurplus.com/surpluscatalog/default.php?cPath=82&sort=4a

http://www.surplusandoutdoors.com/ishop/877/shopscr36.html

Goto the bottom of this page for Gov. vehicle decals for references

http://www.goodstufftogo.net/html/body_catalog1.asp?opencat=197 (http://www.goodstufftogo.net/html/body_catalog1.asp?opencat=197)

DogmaD
12-13-2005, 11:35 AM
Thanks for the links. Very useful stuff :).

Ok, I did some work on the shader: http://www.tangrin.com/aegispublic/ammocomparison.jpg

Is it better?

sllink
12-14-2005, 12:47 AM
Very good indeed! They were already good but those tweeks add that little something I cant describe what it is but it works! :cool: :applause:Yes I love wear you added to the box seems and corners right were you expect them to be. Now those look like some serious metal boxes.:bowdown:

DogmaD
12-14-2005, 02:19 PM
I have textured most of the gunner chair. But still lots of work to do. I hope to be done texturing this weekend.

http://www.tangrin.com/aegispublic/hovership3.jpg

Just a little photoshop test to test red lighting. I am not sure yet :).

sllink
12-14-2005, 09:18 PM
Looking good Dogma!:thumbsup: At some point you are going to have to ask yourself how much screen time is this masterpiece gonna have :scream: and from what perspective. You are the only one that can say its done my friend based on what your needs are so dont kill yourself over to many small details because you have so many big ones yet to create. :D :applause: GO Aegis project!

DogmaD
12-14-2005, 09:38 PM
Thanks, yeah, we still have tons of work to do. Actually the project is becoming more and more active again. I just had some busy months so it was hard to keep it going. But a high amount of modeling is done and some people contacted me last week to join. So things are going pretty well :). Offcourse I am going to do stuff again on Shirow, I am just waiting for Jaques to come with that style reference so I can start working on the dub textures.

BOY1DA
12-15-2005, 08:14 AM
looking good, over all it has a consistent look.
I hope you are gonna bring up the specular levels on the metals.
It looks a bit too flat like it is made of paper not metal.
try not to depend on reflections too much to give it that metal look in the end.


I think you should make the decals on the side of the ammo box a bit bigger .

The glow I think would look good in blue or an x-box type of green glow.
orange looks okay, but hot coluors gives it a combustion engine feel
not really a futuristic type of propulsion.


The gunners seat colour as green is a bit too similar to the metal parts.
I think it would look good as a faded brown or faded black leather texture.

DogmaD
12-15-2005, 09:37 AM
Hi Boy1da. Actually the speculars are not shown yet because there are no lights in the scene. It is just a hdri map and that does not show speculars. About the green chair. Yeah, I know what you mean, the texture is actually a brownish tint, but I put in some (too much) reflection and it reflects the blue sky from the hdr a bit too much, so you get this weird green taint :). About the glow. I will try blue next. Green would match too closely to the vehicle. Anyway, these are still just crappy renders, I will setup some good lighting and make some nicer ones today. I just did not feel like spending time on it as long as all base textures we're not finished. About the decals, you are right, still lots of work in that area. But I think the basic look is getting there :).

DogmaD
12-15-2005, 10:49 AM
Did a render with lights in the scene:
http://www.tangrin.com/aegispublic/hovership4.jpg

Still not happy with a lot of things, realism is not even near where I want it to be. But I don't have much time to work on it today :shrug:. Ah well, it will just take some time. I think I am going to mimic the texture look a bit like those bikes in that final fantasy movie, see how that works. So I am going to try a black hull instead of a green one.

dEDa
12-15-2005, 01:45 PM
wow that's a great work!! :applause:
dEDa

Geta-Ve
12-15-2005, 07:50 PM
Really nice man, I love the style :)

DogmaD
12-16-2005, 11:32 PM
Thanks guys for the support :). Ok, so I have started retexturing the hull surface. I think it is an improvement overall, but it still need work. Don't mind the dirty textures on the engines, they will be changed.

http://www.tangrin.com/aegispublic/hovership5.jpg

stuh505
12-17-2005, 03:38 AM
Maybe some hint of blue flame / heat coming out of those thrusters would be nice

The new textures look more realistic

I am glad I am not the one sitting in that cockpit -- I notice that the entire chain of bullets is pointed towards the gunner, so if anyone happened to miss hitting his exposed body, they could just hit one of the bullets and cause it to go off in his face...I think it's pretty odd the way those gigantic rounds feed into the machine gun upside down. That's not going to do any wonders for the ROF...I guess the rounds are supposed to be rotated 90 degrees before entering the chamber. That is reminiscent of the P90 feed design, although there is a reason for that in the P90!

DogmaD
12-17-2005, 08:40 AM
Hi stuh505, thanks for taking the time to comment ;). Yeah, the gunbelt is going to change, I already had some comments about it, and some new concept sketches have been drawn to adjust it. It is going to be fed horizontally, and I will point the bullets outwards. There will also be some changes to the cockpit interior and some added tech stuff to the chair.
About the engine effects. I will add them with a particle system, but that will take some more time ;).

http://apache.airnet.com.au/%7Eelement5/hovership2_ammo.jpg

Done by Element5. I am still doubting a bit between adjustment 1 and 2. 1 looks a bit to wide at the moment.

Wintermute
12-17-2005, 09:47 AM
Damn this is a cool hovercraft! The addition of a unit insignia is pretty cool. maybe even add some additional text or artwork done "by the crew"

I like your ammo feed options, especially the one where the ammo boxes hang off the sides of the guns, that design allows a gunner to get in and out of the turret easily.

Here's a good reference for an ammo feed for gatlings. GAU-8A Avenger (http://www.airwar.ru/weapon/guns/gau8a.html) The page text is in russian, but the pictures pretty much speak for themselves.

lots of armor photos here (http://www.militaryphotos.net/) if you want some different color schemes and weathering effects on military vehicles.

I'm definitely keeping an eye on this project! Keep it up!

:beer:

sllink
12-17-2005, 01:33 PM
Hi stuh505, thanks for taking the time to comment ;). Yeah, the gunbelt is going to change, I already had some comments about it, and some new concept sketches have been drawn to adjust it. It is going to be fed horizontally, and I will point the bullets outwards. There will also be some changes to the cockpit interior and some added tech stuff to the chair.
About the engine effects. I will add them with a particle system, but that will take some more time ;).

http://apache.airnet.com.au/%7Eelement5/hovership2_ammo.jpg

Done by Element5. I am still doubting a bit between adjustment 1 and 2. 1 looks a bit to wide at the moment.

Yea Dogma I think Im in agreement with you 1 makes it look a bit wide taking away the sleekness of the vehicle it couldnt be aerodynamic with 2 square boxes hanging of the side. 2 sure it might be hard to get in but what if we assumed the bullets arent loaded till the gunner is seated? I think it will work.:thumbsup:

DogmaD
12-17-2005, 09:15 PM
WinterMute:
Thanks for the links, I will make good use of them ;).

Sllink:
Yeah, I think I am going for the gunbelts instead of the sidecasings. I kind of like both. But the casings just make the gun very wide. They would make some things easier though, oh well. I will do some tests, see what looks good.

Well, I also have an update. I am a bit happier now. But there is still a lot to do. I am going to remove those small orange lights on the hull, they look stupid. The blastshield on front will get some more detailing. I am just wondering what I could do to make the whole more realistic. It probably also has to do with the piece not having an environment yet. I might also have to increase the reflection on the hull a bit...hmmm...Comments very welcome offcourse ;).

http://www.tangrin.com/aegispublic/hovership6.jpg

[reaper]
12-17-2005, 10:02 PM
Great texturing skill you got there DogmaD !!! Can't wait to see this baby in action ! :thumbsup:

sllink
12-18-2005, 01:24 AM
Well I think its a Da&*m fine job there if you ask me. Im not sure what else you could do to make it more realistic considering it doesnt exist in reality.:thumbsup: However if you know where I can buy one I would love to have one. When I look at the frame that holds the guns I can picture it sliding forward then spring up like a hatch for the gunner to get in place. I think I would dump the lights too. Are you thinking about adding some rivets or small screws? Im not sure if it needs it or not just trying to throw out some ideas.

Love the sticker is that Felix the cat?

DogmaD
12-19-2005, 01:35 PM
Thank [reaper] :). I think we will have a test animation together within a couple of weeks :D.

Sllink, yep. It is Felix I think. I just found it on google. Apparently it was an icon used in operation iraqi freedom. I dunno...it looked funny :). I might add more rivets, I actually should have a version around here somewhere with all these small rivets added. But I can't find it. But yeah, there are still some things I am going to add. I might also add some of those camouflage nets to it. Stuff like that, it still needs some props.



It might be a bit hard to see what has been updates. I did some more detailing on the front and I started texturing the interior a bit. I also removed the red lights.http://www.tangrin.com/aegispublic/hovership8.jpg

DogmaD
12-19-2005, 09:19 PM
Small update:
http://www.tangrin.com/aegispublic/hovership9.jpg

satch919
12-20-2005, 01:43 AM
Looking very good! It reminds me of something that could have been used in the video game Quake 4 or Doom 3. Cool design.

DogmaD
12-20-2005, 09:19 PM
Thanks satch919 :).

Ok guys, I need some comments on this part. I know people hate to click links and watch movies and stuff ;), but I need some feedback on the particle system that I am planning to use for the engines:

engine effect (http://www.tangrin.com/aegispublic/ptest1.avi)

It needs some more heat and glow, but how is the general look? I don't have much experience with this stuff though ( I did program a particle system implementation once, but that is different ;) )

Kid-Mesh
12-20-2005, 09:24 PM
Freakishly skillful bro :thumbsup:

Top Shelf

DogmaD
12-20-2005, 10:21 PM
Thanks Kid Mesh :) Long time since i talked to you, hehe :D

Ok, so which flow looks better

engine flow #1 (http://www.tangrin.com/aegispublic/ptest1.avi)

engine flow #2 (http://www.tangrin.com/aegispublic/ptest2.avi)

Should I try some different colors?

sllink
12-20-2005, 10:34 PM
I prefer engine flow number 1. I like the continuity and consistent flow speed.:thumbsup:

satch919
12-21-2005, 02:02 AM
The first particle system looks the best. I agree 100% with sllink.

dEDa
12-21-2005, 07:25 AM
That's impressive!! :buttrock:
dEDa

DogmaD
12-21-2005, 04:06 PM
Thanks for the posts guys :). Ok, the first one it is then :D. I have also created a color variation. Can you tell me which is better:

blue engine (http://www.tangrin.com/aegispublic/ptest1.avi)

red engine (http://www.tangrin.com/aegispublic/ptest3.avi)

Personally I like the red one. It also matches better with the color of the hull.
I have also done some work on the engine textures:

http://www.tangrin.com/aegispublic/enginecloseup.jpg

And here is an animation so you can see how the textures react when rotated:

engine in motion test (http://www.tangrin.com/aegispublic/enginetest1.avi)

Anyway, tell me what you think :D. I am pretty happy with where it is going. But still lots of work to do :arteest:.

DogmaD
12-21-2005, 04:20 PM
Oh, I was just wondering. Is anyone interested in the textures or the particle systems? To see how I created them? Because if people are, then I will share the textures and particle systems. Maybe some people can learn something from it...I dunno, lol, I don't want to sound arrogant while saying this :D, it is not like it is the most complex stuff in the world. But still, maybe some beginners can learn something from it :shrug:?

sllink
12-21-2005, 10:05 PM
Hmm is this just the startup of the engines DogmaD or will it be a constant flow of blue or red? the reason I ask is I keep seeing the startup of like a jet engine that fades into a haze engine effect if Im way off no problem. The image is a little bright but its the start of the engines but you can see the haze trail on the end of the engines.

I would be interested in your teachings but atlas I use Lightwave.

BOY1DA
12-21-2005, 10:09 PM
Oh, I was just wondering. Is anyone interested in the textures or the particle systems? To see how I created them? Because if people are, then I will share the textures and particle systems. Maybe some people can learn something from it...I dunno, lol, I don't want to sound arrogant while saying this :D, it is not like it is the most complex stuff in the world. But still, maybe some beginners can learn something from it :shrug:?



My smoke/fire always looks like big balls ....

DogmaD
12-21-2005, 10:42 PM
Hmm is this just the startup of the engines DogmaD or will it be a constant flow of blue or red? the reason I ask is I keep seeing the startup of like a jet engine that fades into a haze engine effect if Im way off no problem. The image is a little bright but its the start of the engines but you can see the haze trail on the end of the engines.

Yeah, I see what you mean. This is the startup by the way. Not all engines will be on at the same time, but burst depending on the speed and direction the hovership will take. So they will do a bit of both, sometimes starting up, and sometimes constant. About the haze, I think with this kind of stuff, like the engines you will do about 20-30% in the actual 3d program. All the other stuff, like glows, haze, heat distortions are better added afterwards in post. So I will render the effects seperatly and then afterwards combine all the layers together to get a final engine effect, which will hopefully look a lot better than when I would try to do it all in one layer :D.

Boy1da, hehe, you probably know a lot more about this stuff than I do :D.

DogmaD
12-23-2005, 11:07 AM
Changed the way the bullets are fed to the gun. Also added a display like shown in the concept by Element5. Still need to figure out how to create the dynamics for the ammobelt.


http://www.tangrin.com/aegispublic/gun.jpg

THECLYKE
01-23-2006, 08:19 PM
Dude...

I didn't get the chance to read the thread because your work is so eye catching.
Keep up the awsome work.:thumbsup:

retardedmonkey
01-23-2006, 08:51 PM
This is looking amazing man! It kind of reminds me of the warthog from halo....without wheels. But it looks really sweat, you should do some different versions with different guns on the back. The textures are looking very nice as well...keep it up man! :applause:

DogmaD
01-24-2006, 12:00 PM
Thanks guys :D. I did not have much time lately to continue on it. But with such nice comments I just have to get back to it :). About the guns, yeah, that is a cool idea :), I will put some thought into it.

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