Field Scene Screens (non bombing mission) Gallery

  • Thread starter Thread starter SpooX
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Either on their hard drives or uploaded to the TA SVN repository. Either way they aren't available to the public
 
Is there anyone here who could help me get started on getting the BG from the flevel.lpg? I want to start modeling scenes but I want to do it right so areas that are animated also get in. I understand the LGP tools but I'm lost as to actually grab the image. I noticed using palmer that it has bug, is there a way around this with modeling the scene?
 
From the tasklist thread...You can get the background images from there.
I didn't see the LGP files tab below when I looked at it last night... Found it, ty
 
By the way, for my curiosity, what scenes are you interested in?
 
hi guys iv got some free time on my hand and not much to do so, i was think of doing some more Scenes i was just wondering if you wanted any in particular done.
 
Nice work Tollen! Looking forward to seeing it textured.

Concerning the box, I think it could be a power socket, or a fuse box. It would make sense to find either in a utility tunnel. By the way, perhaps you may want to extrude the air duct (i.e. make a rectangular conduit perpendicular to the tunnel, outwards).
 
A few quick remarks:
- Maybe you'll want to make the yellow and black stripes more narrow.
- It seems to me that the metal plates were painted in blue. The rust shows where the paint has flaked off. So, perhaps it would be better to replace your grayish metallic color by a blueish paint color matching the original picture.
- Before going further into texturing, perhaps it's best you take care of your lights. You can evaluate the light intensity/colors based on the rgb values of the yellow and black stripes on your rendered images. I think it is simpler to have the lighting more or less set before doing most of the texturing, mostly when it comes to adjust texture colors. At least that how it works for me, maybe someone more experienced can give you better advice and recommendations.
 
I think the issue with your original simulation is that it was too straight. If clothes is filthy enough (which it probably is, in the slums), it'll keep way more shape than if it's clean. Sometimes, the stiffness can be stronger than gravity, and so manual tweaking might give that effect better than a realistic clothing simulation.

Also, I like option four, but you might wanna try and make the TV's light fade out more gradually; it seems just a bit too sharp, not soft enough.
I think you are right, his issue is quite straight..
 
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