Devilfish Tank

clarky003

Tank
Joined
Nov 8, 2003
Messages
6,123
Reaction score
1
im into the model making, so Ive just randomly taken some photo's of one of the Tau tanks, thats been collecting dust on my bedroom shelf :p , and will be 'trying' to make a replica in 3Dstudio, :thumbs:

not much done so far, but you get the general idea.
 

Attachments

  • Devilfish1.jpg
    Devilfish1.jpg
    45.6 KB · Views: 393
Your reference pictures are all to different scales.
 
i cant get the ref pics perfect and cant find anything on the net, so im basically using the model itself as a reference, sitting right here with me. But the pics are just to get a general shape, ill be improvising,, I'll know if something doesnt look right. :)
 
Good luck, clarky. The Tau rock. Freshest addition to the Warhammer 40000 universe for ages.
 
Yeah good luck! Hope you can make it really sexy ;)
btw. if you feel like making some human models, I got a job (no paid :p) for you :D

:cheers:
 
The mesh will take a while, and the map will be completely drawn from scratch, so ill be at this on and off for a few weeks , :LOL:
 
Great another cool thread to keep an eye on :)
love it so far m8
 
heres a question (didnt want to make a thread on it, no point).. Fenric might know this one.. I was boggled at how they render those displacement maps ingame, using the U3 engine.. :eek:.. how do they manage that.. or is it a secret?

cause I went out and took a digi photo of my bricks on the house. and made a heightmap for it, and it took like 3 min to render as a nurb surface on 1024 * 768. (house brick.jpg)

how do they get 80 fps out of such a detailed, rich enviroment?? :O ..
 
Could anyone tell me exactly what is that, I see by Brian Damage's post that's from the W4000 universe, but exactly? I can guess it's a tank, but why the air entries? does it flies?
 
it hovers :D Its a Tau, Devilfish, Troop Carrying Grav tank :thumbs:
 
clarky003 said:
heres a question (didnt want to make a thread on it, no point).. Fenric might know this one.. I was boggled at how they render those displacement maps ingame, using the U3 engine.. :eek:.. how do they manage that.. or is it a secret?

cause I went out and took a digi photo of my bricks on the house. and made a heightmap for it, and it took like 3 min to render as a nurb surface on 1024 * 768. (house brick.jpg)

how do they get 80 fps out of such a detailed, rich enviroment?? :O ..

it's lower deatil than that (even if it doesn't look it) and it is rendered on the GPU useing a different method. Vertex shaders running on a GPU are much faster than useing the CPU and then you have to consider the fact 3DS uses higher precision lighting ect. and it runs that on the CPU as well.
 
kool thanks, so its basically clever shortcuts to make the appearance seem nearly as nice while using much smaller amounts of proccessing power.
 
I wish :p.

all of the details will be on the map I use, using bump and displacement. and hopefully a meshsmooth Modifier before the map is added :)
 
sorry about the double post,, (just ran out of editing time,)

added detail to the front Drone Holder wings (brian should know what Im talking about :p )
 
U3 doesn't have displacement maps

it has normal maps, with a fancy buzzword which is nothing more than normal maps and an offset shader applied to the surface which offsets the image depending on the angle of the viewer

Edit: As Pi said, your images are mixed up. In reply you said you had the model next to you, take some photo's and make sure they match up, problem solved.
 
Is parrellax bumpmapping where the bumpmap actually appears to have pseudo-3D detail from different angles?

I've always wondered if it'd be possible to have something like that...
 
Fenric said:
U3 doesn't have displacement maps

it has normal maps, with a fancy buzzword which is nothing more than normal maps and an offset shader applied to the surface which offsets the image depending on the angle of the viewer

Parallax and it's not a buzz word, it pretty accurately describes whats happening. Personally I don't think it's anything to be sniffed at :dork: , UE3 uses a horizon map's for self shadowing bump/normal maps as well.

BTW I really like your style clarky, I'm no expert but your mesh's seem top quality to me. :afro:

EDIT:par·al·lax ( P ) Pronunciation Key (pr-lks)
n.

An apparent change in the direction of an object, caused by a change in observational position that provides a new line of sight.
 
Like parallax scrolling in old videogames... that stuff still looks cool after all these years...
 
been too busy lately to update the thread , but i found sometime to finish the mesh off, ~phew~
 
I will when I have time, but at the moment im making one fat map to go onto the tank, using photo's of the model as templates then going over and neatening it up in photoshop.
 
Its look very sexy clarky, you shopuld come work for Corporate Anarchy :p
 
id love to take you guys up on your offers, but to put it bluntly id find it hard to get the time to do so at this very moment. I know some of you guys have asked me and PM'd me about mods, and although at one stage i thought i had spare time, i really dont. unfortunately university is priority and learning the ins and outs of this beast of a program im using :).at some stage id like to find some time soon to put some quality models together for all you guys :angel: when im able to dedicate myself to something mod based. Hopefully this site will be around for a while :p .

but any hoo ,, heres how the map is going..
 
Oh nice :D
but I think you need more dark blue in it (thats the way I like it :p) ;)
 
Back
Top