Blue Sun Room

Serenity 3D mesh available for download!

POSTED BY: Treybor
UPDATED: Sunday, February 10, 2013 01:51
VIEWED: 52893
PAGE 2 of 6

Tuesday, September 7, 2004 7:02 PM

Quote:

Originally posted by AnotherFireflyfan:
I think this requires a bump. Have you posted to the OB yet? I haven't seen it. If not, I'll post there and link to here and the gallery on your website.

Keep flying



You can get the mesh from this URL:
http://lwg3d.org/v3/meshes.php?item=515

You may have to log in with the Lightwave Group 3D in order to download it.
http://lwg3d.org/v3/

You can see more images of it at http://www.seansgallery.com

If the demand is high enough I might post it on my personal FTP site

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Wednesday, September 8, 2004 12:31 AM

Wow. If I understand this correctly, I'll get the shuttle when I download it, as well as a Firefly-class transport. I've needed a shuttle for some time - THANK YOU!

How many polys for just the shuttle? Do you know?

- Forrestwolf

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Wednesday, September 8, 2004 1:35 AM

Quote:

Originally posted by Forrestwolf:
Wow. If I understand this correctly, I'll get the shuttle when I download it, as well as a Firefly-class transport. I've needed a shuttle for some time - THANK YOU!

How many polys for just the shuttle? Do you know?

- Forrestwolf



Not right off the top of my head... I can check when I get home, but I think it's about 800-1000 polygons.

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Wednesday, September 8, 2004 2:47 AM

Yay! I figure that a thousand-poly object could perhaps actually MOVE in the Aurora engine of NWN, unline the 17,000 poly Firefly-class ship we use now.

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Wednesday, September 8, 2004 2:59 AM

I would like to use this model to create a sprite for my Escape Velocity: Nova mod.

However, I only have Cinema 4D, not Lightwave, so I can't render it myself. Would someone be willing to render a movie to my specs, and send it to me? The specs are not terribly complicated.

Also, does the model include any form of engine glow? Because including that would make the sprite optimum, although its not technically required.

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Wednesday, September 8, 2004 6:49 AM

Apparently Cinema 4D can import Lightwave, so problem solved.

However, I can't figure out exactly how to animate the shift to full burn as shown above----what exactly needs to be done for that?

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Wednesday, September 8, 2004 6:08 PM

Quote:

Originally posted by Lindley:
Apparently Cinema 4D can import Lightwave, so problem solved.

However, I can't figure out exactly how to animate the shift to full burn as shown above----what exactly needs to be done for that?



In lightwave you would assign a pivot point for each reactor shudder and pivot them out. for the glow effect( in lightwave at least) you'd create and animation envelope for the reactor glow to increase over the course of the frame set.

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Wednesday, September 8, 2004 6:52 PM

Well, Cinema 4D's import seems to have simplified things somewhat so that isn't directly possible.

Too bad, I guess, but it isn't a huge deal.

Back to my original request for someone with Lightwave to render according to a very specific request of mine, I guess. Any takers? (This would just be a bonus for me; I can still make a simplified glow effect myself.)

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Wednesday, September 8, 2004 6:54 PM

Quote:

Originally posted by Lindley:
Well, Cinema 4D's import seems to have simplified things somewhat so that isn't directly possible.

Too bad, I guess, but it isn't a huge deal.

Back to my original request for someone with Lightwave to render according to a very specific request of mine, I guess. Any takers? (This would just be a bonus for me; I can still make a simplified glow effect myself.)



I might have time to do it....
How long a clip do you need and what will the resolution be?

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Wednesday, September 8, 2004 11:06 PM

Resolution would be fairly low, so that's not really an issue.

The thing is, I'm trying to make an EVN sprite which includes engine glows. I'm using a trick of the engine to make a seperate glow for "Hyperspace" than for "normal maneuvers".

The main issue will probably be that, in theory, glows are supposed to be rendered seperately from the ship, but in the proper location. However, the ship should still be able to eclipse them when necessary, so simply disabling rendering of the ship itself isn't an option.

Is there an easy way to make the entire ship, save the glows, render as matte black? I know how to do that by adjusting the textures, but there are a *lot* of textures in the model, so I don't want to do that to all of them if there's a faster way.

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