The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 15, 2019, 03:52:28 pm
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Graphic Enhancement Thread
« previous next »
Pages: 1 2 3 [4] 5 6 ... 13 Print
Author Topic: Graphic Enhancement Thread  (Read 100194 times)
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: Graphic Enhancement Thread
« Reply #45 on: May 07, 2006, 03:10:04 pm »

The paint program I use (Paint.Net) starts screwing up when I zoom in so making the image look cleaner is hard.

Adobe Photoshop CS2 has a trial version available for download.
Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #46 on: May 07, 2006, 04:13:31 pm »

yup, and though is the absolute king, and my tool of choice at work for years, there's free Gimp for windows, supporting since like 2.2x , the wacom pen's pressure sensivity, and...well...I haven't managed to do the lighting effect as well as with adobe's, but heh, with a layer above , with a gradient b/w, set as hard light mode (the layer) , and a percentage of layer opacity, you can achive very good effect. Indeed, you can evolve the concept with other sort of additional layers.

That in case u don't prefer just to model the whole thing in 3d and that's all Wink
Logged
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #47 on: May 07, 2006, 05:05:49 pm »

is it me, or there were more ships made?

Am just seing what is to be done yet...

guess the list is what appears at start of thread and it goes updating...

Logged
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: Graphic Enhancement Thread
« Reply #48 on: May 08, 2006, 08:49:38 pm »

Well, here is what seems to be the last touch to the Orz.

if you guys have any major requests please post them, otherwise I'll update my original post with the finished version in a few days (and politely ask Clay to update the thread with the Umgah and Orz  Cheesy)

edit: original Orz post updated.


« Last Edit: May 10, 2006, 04:43:53 pm by Censored » Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Deus Siddis
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1387



View Profile
Re: Graphic Enhancement Thread
« Reply #49 on: May 08, 2006, 09:27:54 pm »

Looks done to me, though you might want to make somekind of small marine image, like Halleck said.

Very nice work. Smiley
Logged
TigTigger
Zebranky food
*
Offline Offline

Posts: 41



View Profile
Re: Graphic Enhancement Thread
« Reply #50 on: May 09, 2006, 04:30:23 am »

These images look very nice!  The only one that I didn't like is the Kohr-ah model.  It's well done, but, it's just not dark and sinister enough, IMO.

But, if they're going to be used for Melee, then one will need to make 16 images for each- and each of them needs to be lit correctly.  You could probably help this process along by combining rotation and flips to help get the lighting right, but, wouldn't it be easier to make 3D models?

... plus, one could use them to make some nice cinematics for the game.   Smiley
Logged
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #51 on: May 09, 2006, 05:05:56 pm »

as said, just withlighting effect filter in adobe, or a layer of certain type in gimp, this is done easy, and rotation for positions, done with certain trick, and in a non destructive way. fast and easy.

But, yup, 3d way is easy too.

It'd be definitely a 3d task if we were talking about 60 positions or so...
if not, 16...more a preference or knowledge of the user...
Logged
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: Graphic Enhancement Thread
« Reply #52 on: May 09, 2006, 06:23:23 pm »

I would gladly support 3D models, however, personally I won't agree to anything lesser in quality than this or this (and these are just few examples of the great things people do on that website), and unfortunately I'm not sure anyone here can do it this well  Shocked

also, there would be a problem with the more colorful ships, as the colors are too vibrant to seem realistic..
Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #53 on: May 09, 2006, 06:51:41 pm »

lol

just pay me

(a lot)
Logged
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #54 on: May 09, 2006, 06:53:24 pm »

No, I really think that 3d here would just be to do stuff like the 2d ones seen here just done faster, same quality. As a faster way in the case too many positions are asked (more than 16)
Logged
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: Graphic Enhancement Thread
« Reply #55 on: May 09, 2006, 07:01:07 pm »

well, in that case it's still easy to make a flat model out of an existing (remade even) ship, then add/pull some vertexes so it would have volume (in the Z-axis) and the lights would work.. I used to model a bit in 3DS when it was the newest thing out there so I know it's not much of a problem.

or, there something called bump mapping, right? I'm not sure I ever knew how to use it correctly Tongue
« Last Edit: May 09, 2006, 07:05:31 pm by Censored » Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Deus Siddis
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1387



View Profile
Graphic Enhancement Thread
« Reply #56 on: May 09, 2006, 07:15:08 pm »

Quote
I would gladly support 3D models, however, personally I won't agree to anything lesser in quality than this or this (and these are just few examples of the great things people do on that website), and unfortunately I'm not sure anyone here can do it this well

Yea, doing 27 ships like that for free is a tall order, especially once people started to complain that about you being a heartless demon for trying to make SC2 look like SC3.


Quote
well, in that case it's still easy to make a flat model out of an existing (remade even) ship, then add/pull some vertexes so it would have volume (in the Z-axis) and the lights would work..

Making new models is fine, just as long as they don't have to be too detailed.


Quote
or, there something called bump mapping, right? I'm not sure I ever knew how to use it correctly

Or normal mapping, for more specific lighting. Of course, if you are rendering sprites from 3D models for this sort of thing, then it probably isn't necessary.
« Last Edit: May 09, 2006, 07:22:23 pm by Deus_Siddis » Logged
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #57 on: May 09, 2006, 07:23:44 pm »

I have worked in 4 game companies, and in my fourth, it has a bit of nostalgy touch..reason why I may be frequenting a bit these forums... Mobile phone games do need yet a lot  of 2d pixel art work of the old times... Though 3d low pol is solidly getting in.

i was referring to use 3d *only* for accelerate/do easier a result exactly like the one seen in the thread, not to start a new brand... Indeed, unsure yet if it'd be faster, it depends as allways how much each one wants to use time in detailing...

Bump mapping? you mean Normal maps..?

Well, however, is not really needed. It just may add some realism, if you refer to paint some greyscale bmp to force the rendering software to "bump" some extra details...maybe fo rthe case wouldn't worth it. Just model it fast in hi res, and bang some nice lights, and render. No actual need of uvmapping textures, imho.

BTW, is not that hard to do ships like that site you posted (scifimeshes?)...is just...time. And for free, I wouldn't go that far. This is all the far I wanted to go for a real time 3d game, freeware, and I had to eat the ship, as project was canceled for other reasons :

http://xs.to/xs.php?f=ship27.jpg&h=xs72&d=06115
http://xs.to/xs.php?f=ship21.jpg&h=xs65&d=06042

..though rt 3d needs low polygon count, low textures, and none of the eye candy you can do in rendering. rendering images like the ones you linked, that site. The freedom when just doing a render, is huge. When doing for real time 3d, you're sadly very limited, though lately this is changing with advanced 3d cards. yet never close to actual rendering. Those pics of mine are from an opengl viewer with no antialiasing, etc. A render is much nicer but...less hard work Wink

To go farer in detail and hours in my case, only if for $ Wink

But to get back on topic, to me that helping in an started project means to keep in the guidelines and style of the project. the 3d would be only to speed up things, not to do something different in style, as at the end usually better to keep it all coherent.

The already done work here is very coherent you canput it all in a single project and look solid.
Reason why I'd hoped someone would make an apart project of it in melee mode or something..as I don't see how they could fit just a bunch of ships in a game that has it all in very low res... (and if you ask me, quite nice artwork. Mobiles games I work for is that size and lower.)

« Last Edit: May 09, 2006, 07:28:12 pm by Vux_Brush » Logged
Vux_Brush
Frungy champion
**
Offline Offline

Posts: 67



View Profile
Re: Graphic Enhancement Thread
« Reply #58 on: May 09, 2006, 07:26:40 pm »

Oh, yep, the way I personally prefer for th e3d method , is have an image to trace from it, build the silohuette, and...if u wanna do a hardworked job, well, yup, other views for tracing, but in this case maybe better just go wild bumping some geometry , pure free modelling. The ref is low enough to not go crazy about accuracy (speaking of same accuracy as at least seen here. There's a lot of interpretation already in these 2d ships in the thread (and very well done as said) , as from low pixel work   you must imagine a futuristic 3 branch antenna...Wink  )

Logged
RTyp06
*Smell* controller
****
Offline Offline

Posts: 491



View Profile
Re: Graphic Enhancement Thread
« Reply #59 on: May 10, 2006, 02:32:55 am »

Hey Clay, who did this one:




I like it! ..I like em all in fact.. Nice work by everyone involved!
« Last Edit: May 10, 2006, 02:34:29 am by RTyp06 » Logged
Pages: 1 2 3 [4] 5 6 ... 13 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!