Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)
Crouching Tiger:
The floor looks great! The walls, with numbered doors also look excellent.
One thing I would like to see - the lights in the ceiling should be a separate group (or individual objects which can be grouped). In Carrara, a great trick is to shine a distant light from below the entire model and make it illuminate only the lights. They must be separate for this to work. If they are part of the roof, the entire roof is illuminated. On a big building like this it saves a ton of time, not to mention the memory overhead of individual lights. One distant light from above, illuminating all but the ceiling and lights, lights the scene as though all the roof lights were on. I can't tell you how many models I've cursed because the embedded lights are part of one big ceiling panel, and the only way to make it look realistic is to put a spot under each light - AAAAAAAAAAAAAAARGH.
BTW, the same goes for the embedded floor lights (I assume that's what the blue things are). If they could be illuminated together, it would be very helpful (the blue light panels should be separate objects, grouped or not) If the blue panels took a common shader, I could make them all glow in one step with Carrara - very cool!
I'm already planning to drop a couple of fueling lines from the ceiling on a rotating boom. Just a thought.
Klebnor
Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device. Beige horizontal case. I don't display my unit.
I am planning on removing the current lights in hopes to make something better.
currently the lights are a part of the same object as the ceiling.
my modeler dosen't work all that well with materials so i group the object by the desired material then assign materials either in the uv mapper or in poser. so for example there is a material zone and a group for the ceiling, the light frame and the light.
the lights are not embedded in the object in so much as if they are removed from the ceiling (or floor) it will not create a hole in the mesh.
when i create new lights, i might keep them as a separate prop that loads in place. and perhaps even have a single light prop/object that can be duplicated in programs that take advantage of that technique.
my lighting in my test scenes consists of two lights. one IBL and one infinite pointing straight down.
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It’s looking real good.
The floor is looking a lot better. However, it now has obvious patter repetition when viewed up close, but it is a lot better than how blurry it looked before.
I like the wall textures in the small hanger a lot better than the wall textures you had been using.
The Modular design is a good idea. It allows people the flexibility to rearrange the modules and only use the ones they want.
greatly increase the poly count and not the greatest thing up close, but i like them better.
not mapped or textured yet. just checking the design.
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Think about how the lighting works. Basic infinite lights aren't really right for an interior, even on this scale.
Seen 2001--the landing sequence at Clavius with the ferry-ship descending into the base, on the landing pad. There are quite a few observation galleries, with people visible.
You maybe don't need a 3D figure in the Airboss Station, but a simple transmapped rectangle, silhouette or picture, would help set the scale. And enough light to see it.
More control/observation/refuge points along the wall bases and maybe some places on the deck. Where's the emergency gear if there's an accident? Some of this stuff could be separate props, maybe even one or two items as promotional freebies.
Any clutter needs to be controlled, but this place looks almost unused.
It looks GREAT! But also very very specialized.
What I'm saying is, it's a great model and it ought to sell, but don't expect high number of sales. It's (at least IMO) too specialized for that.
Doesn't mean it isn't awesome though ^_^
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Oh I don't expect it will sell well at all.
In fact it wouldn't surprise me if most of my "target market" is getting it for free by being a beta tester for me.
I'm doing it because i like it, i want it, and i'd like to get a little something out of it to support my poser habit, even if it only ends up being a little.
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Tyger:
Very nice indeed. The attention to detail is spectacular. Have you considered a crash morph on one of the walls - to simulate a vehicle impact if desired (dents, discoloration, deformation of panels)?
Klebnor
Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device. Beige horizontal case. I don't display my unit.
Quote - Tyger:
Very nice indeed. The attention to detail is spectacular. Have you considered a crash morph on one of the walls - to simulate a vehicle impact if desired (dents, discoloration, deformation of panels)?
Klebnor
the walls are too low-poly to be able to morph.
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No problem, can be easily added to the model post purchase. Primitive in front of wall + displacement map + fuel spill/burn shader = nasty crash result.
Klebnor
Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device. Beige horizontal case. I don't display my unit.
the forum had a database crash earlier. It appears to be up now.
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Man, that security captcha is too difficult to read! I can't create an account at Team-Dystopia. I don't normally have a problem with those things, but there's too much "noise" in the image.
Is there any reason you didn't use ShareCG to upload this? I was looking forward to it, but I'm not going to try again at TD.
Dana
sorry, TD brought me on to do some texturing and they are hosting the files for me.
I think it is only right that if they are going to host the files, they should get the traffic.
besides, there are lots of free sci-fi stuff there.
If the security captcha is too troublesome, send me a PM here and I'll send you a direct link to the zip.
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