Not bad, tony, but try an just keep away from using meshsmooth at all on the ship. I’ll go ahead and give you you the scene file I had for the example I posted earlier, so you can work off of that. Try an achieve a clean, crisp, hard-edged ship without the meshsmoothed sides. For the gun holes, rather than building holes in manually, I just took two small cylinders and booleaned them into the front section, thereby creating the holes for the guns. It looked great imo. Here you go:
CG PFlow Driven Space Battle - Any Help Appreciated
Keep with the unmeshsmoothed one; otherwise the ship begins to look bubbly and somewhat cartoony. Looks better though. Interested in seeing what it looks like in the end, because the wings look a bit short and stubby at the moment… Maybe lengthen them a bit?
I decided to move to Mental Ray to work on the reflective hangar floor. I decided to opt for a more blurred-reflection on the floor. I have to increase the samples more so it’s more clean, that’s why its a bit ugly now. Unfortunately, the render times aren’t pretty… at all… Plus I was able to slap in a nice glare output (bloom around the lights). It’s not much, but it’s all I got…
I’ll be heading out for about 4 or 5 days for college orientation, hopefully after I get back, my new motherboard will work on my new computer, then i’ll be able to get back to scripting, and playing with a nice test script Bobo provided for me… Cheers guys!

that`s great work mate
here is my update I changed it as james told me

good luck with your college orientation
Hey all.
Just letting you know I had a talk with Cryptite a little while ago, and I will be coming on board as assistant director on this project. I am also available to work on the musical score for this production. At the moment there is really not a lot I can do other than visualise and plan shots, which I plan to do.
Looking good everyone.
-Chris
Nice decision changing the floors Cryptite. Good luck at college orientation.
Looking better Tony:thumbsup: . Maybe you can scale then body along the z-axis (if your using max; y-axis if your not).
Nice to have you onboard ChirsBG.
Ah, glad to have you post, Chris, I was beginning to wonder if you had already forgotten about us :P. Glad to have you on board again. It’s coming along nicely, now, Tony. We might have to make some decisions about the cockpit since it looks rather goofy at the moment.
Cheers guys!
Maybe make the body itself a bit wider. Kinda looks like the head is disproportionally big compared to the rest of it. I’m thinking of having this fighter’s wings retractable. If either of you has seen The Chronicles of Riddick, there’s a ship on Helion Prime that closely resembles what i’m looking for here. I will be returning home tomorrow afternoon, and then i’ll post a screenshot of it so you know what i’m talking about. Cheers guys!
Well similar, yes. Notice how in my drawing the wings both curve down and taper a bit. They might need to be a bit shorter or higher up on the body for them to retract.
I can draw another picture of the wings if you’d like? Or, I can take a stab at them in the scene file if you want.
Well, I have in my head what i’m looking for; so here’s what we’ll do. Tony, just go ahead an finish modeling the bottom (engine area) of the plane as best you can. When you’re done with that, give me the scene file and I’ll make finishing touches on it and do the wings. I tried to draw the folding wings today, but both suck at drawing, and have a hard time visualizing it in 2d. So, i’ll finish it up.
Meanwhile, we could use a concept artist or two to start drawing up some ideas for the offense fighter ship…
Ok, time for a small Engine update. Which reminds me, we need to come up with a name for this space battle engine… ;)… Anyway.
While waiting for a bit of help on a problem that keeps me only having one fighter fighting at a time; i’ve expanded on what I had since the Viewcones update. The scene is expanded to have a red ship (a bit hard to see in the picture) that is attacking the blue ships. Thanks to the viewcone script, The ships can follow each other -crudely for the time being- using the Find Target operators. The red ship has a sort of invisible cone that it uses to determine it’s “view radius” of the other ship. When an enemy ship is in the radius, it fires and boom. I have set up two different “death animations”. I don’t know how to do it yet, but I will have the system randomize the death animations when a ship blows up. I’m using the Ship spins out of control, while on fire and eventually explodes animation right now because it’s the most fun. Once I figure out the problem i’m having, I should be able to have whole teams of ships attacking each other and the basis of the engine will be complete. From there on we’ll improve upon the engine, adding ship banking while turning, and better understanding of the ships as to what they’re doing. Here’s a small screenie of what I have so far.




