Shirow Project Book#3 Side-Mission


#41

Aurora- both Craters look good, crater 3 is more in the direction I was thinking. Maybe this is crazy, but Could you use it as a boolean to try adding a crater on a corner?

Colkai- Do what models you can as you have time/desire. We can catalog them and Tessalated can pick the ones he wants to add to the animation (and where to place them). Just keep having some fun with it, that’s usally when we create our best work! :wink:
PS; The Website looks like a worthy recipient of your time. Let me know when you get more info and pics up about the recovered animals! If you need any FLASH let me know. I’ll try to manage donating some work to the effort. :thumbsup:


#42

Aurora- both Craters look good, crater 3 is more in the direction I was thinking. Maybe this is crazy, but Could you use it as a boolean to try adding a crater on a corner?

You bet. In fact that is pretty much all I did was create the pit and then did a boolean - union to a 5’ x5’ x 0’ panel. I played with smoothing them but they did not look like some of the damaged sidwalks I took a look at so I left them non-sub’d to make it alittle more real. Once a rugged texture was applied and moved back from extreme closeup in Layout they look better.
Did you want it so that the crater extends off the edges?
I’ll tell you what I’ll do one based of off panel 3 with one at the corner and one off the edge and just send it out to you. I should only take me a few minutes to do.

[EDIT] I sent 2 new panels; Panel_4 with a new crater near the corner and Panel_5_Faulty with a crater falling off the corner. If you take a look at the bottom left edge of the crater/panel edge you’ll see why I call it faulty but then its just a test anyways. But now that I’m writting this I realize what we really need is a corner block and not just a panel anyways. I’ll work on that today and get as well as send you some of the set extras as well.


#43

YOU"RE The BEST!:applause:


#44

Needs work, but here’s a test with crater #3 mesh. I need to figure out an efficient/repeatable way to add the deep cracks that should be spreading out from the crater hole.


#45

One word … Whoa! :smiley:


#46

I can help with that by making some of the edge cracks extend much further across the panel. I have some new stuff I’ll send over either later today or tomorrow. One of them includes a crated block, which really beats the panels!!! I meant to get some of this done yesterday but ended up going to see Cold Mountain and ended up playing around all day instead. Worth it though. While not my fav movie of last year (ROTK makes that one) definetely the best, except for the stupidly predictable ending.


#47

Ok, Let me know when you upload. I did a heavey rifle shell damage test> mesh deform and texture tweaking. :wink:


#48


#49

Hi ppl.

Im sorry its been a while. I see there are some new ppl too…Looking very impressive. I cannot believe the quality of these textures… Im pulling my own hair out trying to model the ESWAT guys hair. Ive tried Paint FX and Nurb patches… But it just looks like someone scribbled on his head…

Does anyone have any tips for modelling hair? Or should I just use chunky manga style polygons?


#50

Hey…Missed you mate, good to hear from you!:wavey:
Things have changed a bit, on this sidemission We now Have.

Aurora- He did some nice buildings and is working on final damage geometry.

Colkai- He has made some vehicles for the Mission#1 animation. You will have to take a look when he is done and decide how we should use them in the scene.

Osiris- He said he is joining and will maybe do some more of the dropship model.

Leegoz- Maybe hasn’t read his PMs lately, so, He was joined, but haven’t heard from him lately…When you get a chance…Check in Legooz.

Sorry to hear the ESWAT is having a bad hair day. :slight_smile: I would just do a poly surface and texture it a bit…see if that works. Post any Progress over in the Mission#2 thread so we can see that funky HAIR. :wink:

I am getting kinda worried about Dodo3D…where is he???


#51

I just sent you a few new files; StreetLight.lwo, StopLight.lwo, FireHydrant.lwo, Panel_4Morph.lwo, Block1_static.lwo, Block1_Morph.lwo. The first three are just optional set dressing if wanted. The stoplight as a few selection sets that you can choose to delete to simplify/change the model quickly and easily. Block1_Static is a cratered corner block. The 2 morphs are HORRIBLE attempts at trying to do the morphing which I originally thought would be so easy. I’m not happy with them at all but thought I would throw them in in hopes you or someone else might have some suggestions for them.

What is it that you need done right now, as in has the highest priority for you, which you need me to work on? I’ll concentrate on that next.
BTW - The textures are looking damn hot!!!:applause:


#52

Aurora-First, Thanks for all the work you are doing. each time I look at the buldings I am impressed with what you (and Dodo3D) have done here. I’ll look at the new files ASAP. I hope I keep sane while texturing all the models. :wink:

The Morphs should be pretty simple, it’s just a matter of remembering what order you are working in/what morph you have selected before tweaking and making sure you go back to your base when you are done tweaking the morph. heheh…Ok, so maybe not simple…lol Let me know what trouble you had, and maybe I can help.

I think we are well stocked on buildings> Yours and Dodo3D’s make a nice library to pick from. That is what I was hoping we could get compiled for this team’s projects. The buildings will come in handy in mission#1 animations as well!

Top priority items are the dropship and texturing. I started the dropship, but am now on the texturing for the most part. I would be open to help on texturing too, but I am not sure if having someone else working on textures with me would end up in a uniform look, since we may go about it differently. I could upload the texture with a short How-To for anyone that wants to have a go at it…cept then I would have to write a How-to and likely it would be confusing (knowing me…) and then I would have to help whoever was trying to help me, and…:-). If you have ideas on this let me know.

Since I am working on this between other items, I have a mess of files all over the place and I need to psyche myself up for the task of unifying all this stuff…models/textures/scenes/presets…etc…
:scream:


#53

The wall looks very good but it is too deep. It would be better if it was a hole in a wall than a sort of crater, you can add pieces of metal sticking out and other layers behind it.


#54

Osiris- Thanks, that’s a good idea. The craters and bullet damage renders were actually just part of a series of tests Aurora and I were doing to see what we could add to our bag of tricks. :wink:

PS: Are you interested in the doing the body of the dropship I mentioned, or should aurora and me keep at it?

Thanks


#55

Are we able to see some of these models? Are they being uploaded to the ftp space?


#56

I wanted to do it that way, but then I thought…'What about the people that come and then just disappear? The models end up in their collection…they forget about the project and who made the model…Then one day your cruising turbosquid and POW! You discover Kid Mesh’s cousin is selling an ESWAT with Particle FX lips and Funky Scribble hair" :eek:

If members are working on a mission or missions and are sticking with ShirowProject and are contributing models of their own. Then they should get access. These members really have something invested in the effort and are dedicated to the missions…also with knowing that I have your models and you have mine maybe the MAD (mutual assured destruction) principle will keep the models from being mishandled by either side.

If anyone has a better idea let me know…

So, I guess I should ask, which models do you need? I’ll move them to your FTP folder.

For you, Tessalated- Colkai is working on some more vehicles which I will transfer to you to look at once he has done a few more. Then you can decide where thay might go in mission #1 animation.


#57

I’m alive. Sorry in the delay getting back. I’ve been trying to build my new website. I closed my others down and have been promising to bring this one up for many, way to many, months.
I would tend to agree to keep the texturing to you or someone you train in the style to make sure it stays the same. Hence the reason I have not textued anything I sent you. Theres few things that can throw CG off more then multiple style of shading.
So having said that I’ll let you decide if its worth your time to instruct me in your textureing style and moving the files out for ftp. Else since those panels and the one block where just cheap tests, I could work on those. Or it sounds like you need help with the drop ship. I could also work on that for you.
Tessalated - my buildings are not that nice - thanks for the compliments Soft but I tried real hard to keep them real lowpoly so I left some of my really cool/extreme ides and details out. At least for now.
Speaking of which if you are not going to use transparency or translucent shaders on any of those windows. Select all of the windows_int surface polys and delete them!!! That will save you 5 polys/window. That was the one detailed thing I did leave in. In at least two of the buildings that should kill well over 10000 polys!


#58

Aurora-No problem, you’ve been around alot lately! :thumbsup:
The broken glass FX is a bit complex (the way I did it anyway) to get looking even half decent. I have it on the wrecked building that is in the background of the last Image I posted. I think it looks ok for distant buildings if you blur it…I maybe looks ok for mid distance if you BLUR it …I don’t think it would do for even semi close shots. Maybe I can refine it a bit yet…took me a bit to realize I was making some obvious errors…like those inside glass layers…I should have imediately piked up on that, but took me quite a while wondering why my cracks and hole were still solid…finlally clued in and deleted the inside glass. lol
I’ve been writting down the steps in a notebook…I’ll think about if I can get together some info on how I have been texturing this stuff. Let me know what you think about the effect so far and also if you have any ideas on how to do a better job.

Looking at the already complex, but clean lines of the meash, I would believe you could do alot of details! I almost wonder if we actually need some more buildings like your building#2-more concrete and less glass??

We also still need the dropship, so it’s a toss up. Do what you feel like. As far as we stand now no one else is doing the ship.I am also going to include some more building references ie the more cement less glass look. I just got these today, so don’t feel mad that I didn’t already post them :shrug:

First here is the cracked glass shader version#1 :blush:


#59

Anyone who is reading and has been holding off joining in with us, here are some smaller models you might want to try! JOIN IN AND GIVE IT A TRY!! :thumbsup:

Colkai is already working on some vehicles, but here are some more.


#60

Anyone who is reading and has been holding off joining in with us, here are some smaller models you might want to try! JOIN IN AND GIVE IT A TRY!! :thumbsup: