Serenity 3D mesh available for download!
POSTED BY: Treybor
UPDATED: Sunday, February 10, 2013 01:51
VIEWED: 52893
PAGE 4 of 6
I'll test them out and let you know the results as soon as I have time. Probably later today.
*Grumbles about not being able to respond directly to private messages*
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OKay!
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All right, here are my initial thoughts:
The full burn rotation and the no burn rotation are good. The only possible problem is that the ship might be lit a bit too much----I'd prefer there were more of a change in lighting depending on its orientation. In my description above, what I referred to as the "primary" and "secondary" light----I'd say bring up the primary, reduce the secondary somewhat.
Here's what I initially came up with using your model. I think this version is too dark, but haven't bothered to re-render yet. So something lighter than this, but a bit darker than yours:
The sublight engine glows are great. The only possible problem is that the alpha masks you provided have some shades of grey in them. Usually an alpha mask should only have pure white and pure black in it. But its *possible* this might work properly----it depends on how intelligent the EVN engine is. I'll see.
Regarding the transition from standard flight to full burn, the animation you provided won't work. Here's the thing----what you provided would allow the ship to transform when its facing upwards, but only then.
I don't actually need an animation of the ship transforming directly. What I need is a spin-animation of the ship, during each phase of the transformation. Obviously it isn't practical to render a complete spin for each of the 36 frames of the process you provided---that'd take up too much time, and probably too much space as well. But split the transformation into, perhaps, 4-5 "stages" (2-3 would probably do it, acutally), and do a complete 36-frame spin for each stage.....I think that would work well.
So, perhaps, one spin with it 1/4 open, one with it 1/2 open, one with it 3/4 open, etc. That would also make it practical to animate the burn-pulse correctly----2-3 stages of "build-up", 1 spin with the full pulse, and then the final, fully-open stage is just as it is.
I'm sorry, I know this can be kind of confusing when you don't have direct experience with the engine. I hope I'm making this relatively clear.
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Quote:
Originally posted by Lindley:
All right, here are my initial thoughts:
The full burn rotation and the no burn rotation are good. The only possible problem is that the ship might be lit a bit too much----I'd prefer there were more of a change in lighting depending on its orientation. In my description above, what I referred to as the "primary" and "secondary" light----I'd say bring up the primary, reduce the secondary somewhat.
Here's what I initially came up with using your model. I think this version is too dark, but haven't bothered to re-render yet. So something lighter than this, but a bit darker than yours:
The sublight engine glows are great. The only possible problem is that the alpha masks you provided have some shades of grey in them. Usually an alpha mask should only have pure white and pure black in it. But its *possible* this might work properly----it depends on how intelligent the EVN engine is. I'll see.
Regarding the transition from standard flight to full burn, the animation you provided won't work. Here's the thing----what you provided would allow the ship to transform when its facing upwards, but only then.
I don't actually need an animation of the ship transforming directly. What I need is a spin-animation of the ship, during each phase of the transformation. Obviously it isn't practical to render a complete spin for each of the 36 frames of the process you provided---that'd take up too much time, and probably too much space as well. But split the transformation into, perhaps, 4-5 "stages" (2-3 would probably do it, acutally), and do a complete 36-frame spin for each stage.....I think that would work well.
So, perhaps, one spin with it 1/4 open, one with it 1/2 open, one with it 3/4 open, etc. That would also make it practical to animate the burn-pulse correctly----2-3 stages of "build-up", 1 spin with the full pulse, and then the final, fully-open stage is just as it is.
I'm sorry, I know this can be kind of confusing when you don't have direct experience with the engine. I hope I'm making this relatively clear.
Actually, you described the situation very well. I can re-render the original rotations at a lower illumination for the secondary light and render phase rotations per your spec. this should take a few evenings but not too long. if you need me to change the alpha on the wing flames just let me know. It should be fairly easy.
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I've tried putting what you gave me into the EVN engine. Definately too bright, and I will need the engine glow masks to be pure white----they don't come out right as it is.
I'll email you a short movie of the graphic in-game shortly.
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Lindley,
The new files are uploaded. Same directory-- only called "spritefiles2.zip"
The renders are about 50% darker.
enjoy!
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I'll let you know how it turns out as soon as I have time to format it for the engine.
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I finally found some time to get it into the engine and set up. Looks *very* good.
My only issue is that the jump transition still doesn't look 100% right. Have you found a way to do a light-burst effect? I'd only need one set of it (36 frames), I think, but if you could do that the same way you did the sublight glows, it'd be great.
Even if you can't do the burst, just a diffuse glow around the main drive area would be helpful. Again, rendered similarly to the blue glows.
I'll send you a movie file of what it looks like presently.
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Hi Lindley. sorry I was out with pneumonia for a few days. I'll see what I can render up with the jump flash. You just want the glow and not the ship right?
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