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Author   Topic : "Asteroids"
waylon
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Tue Dec 18, 2001 9:42 pm     Reply with quote
Woo.



These are super-high-resolution versions... eventually they'll be scaled down to about 2,000 polygons, with 512x256 or 256x128 texture maps, and thrown into a video game. For now, though, you all get to see the nice 3ds max renderings, with bump mapping, specular maps, and all that good stuff. Though if I were to re-render them, I'd make them less shiny.

Any comments would be appreciated.
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Dr. Bang
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Joined: 04 Dec 2001
Posts: 1425
Location: DENHAAG, HOLLAND

PostPosted: Tue Dec 18, 2001 10:23 pm     Reply with quote
NICE WAYLON! Remmeber me? heheh, i'll show you more stuff soon. been so lazy lately hehe.

edit: the rock's texture is more detailed like i expected hehe, notice the surface of the rock ppl!

[ December 18, 2001: Message edited by: Dr. Bang ]
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d.a.r.y.l.
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Joined: 19 Dec 2001
Posts: 48
Location: sweden

PostPosted: Wed Dec 19, 2001 12:18 am     Reply with quote
asteroids look too smooth. small stones at shallow water become smooth because they flow with the water against each other. in space Id rather see more sharp ones. think meteor in armageddon.
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lazydead
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Joined: 26 Oct 2001
Posts: 42
Location: san diego

PostPosted: Wed Dec 19, 2001 7:59 am     Reply with quote
Wow, I remember back a few weeks ago when you were asking for help on these.
That was you right?
These look great!

These are very much inline with what most asteroids actually look like.
There should be no specular highlights at all on an asteriod and for the most part asteroids are not angular like in Armageddon.
Wasn't that a comet anyway? Comets aren't jagged either. That was artistic license.

Anyway these look incredible.
What game are these for?
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klaivu
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Joined: 29 Jan 2000
Posts: 551
Location: Helsinki, Finland

PostPosted: Wed Dec 19, 2001 8:32 am     Reply with quote
How did you map this kind of thing ?
Seems the textures are nice all over the asteroids ... very nice. Though I second the comment on them being too smooth .. but that could be because of the max renderer ?
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waylon
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Wed Dec 19, 2001 1:57 pm     Reply with quote
Hey, thanks for the comments everyone.

I decided to go with something cool looking here, as opposed to something realistic... Half because, well, it's for a video game, and half because the best pictures of asteroids I could find were really blurry, and details were nearly impossible to make out. The ones I've seen, though, were fairly smooth. You can sort of think of an asteroid field like pebbles on a beach... there are chunks of all sizes floating around, colliding with each other all the time. If a small piece hits, it'll tend to erode sharp edges. If two large asteroids collide, they may shatter, causing even more sharp edges. (this is stuff I sort of figured out from my astronomy class... maybe be wrong, but it's built on educated guesses.)

I have no idea about the shininess, though. I think asteroids are mostly iron and silicon, which would make them rocky/metallic. Which could look like anything, really. But I'm definitely gonna tone down the shininess for the in-game version.

Anyway, I'm planning on making a tutorial about how to model/texture these... (getting good texture mapping coordinates was by far the hardest part.) I'll post that here when it's done. (though it may be a few weeks.)

[edit: Oh yeah, the smoothness is also due, in part, to the fact that these will have to be scaled down to about 800 polygons when they're in the game, and any jagged details I might add would be lost.]

[ December 19, 2001: Message edited by: waylon ]
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Sukhoi
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Joined: 15 Jul 2001
Posts: 1074
Location: CPH / Denmark

PostPosted: Wed Dec 19, 2001 2:07 pm     Reply with quote
Yeah, and asteroids are not volcanic in nature, and they don't have small bubble craters in them, at least before they enter Earth's atmosphere and begin to melt and evaporate....


And Waylon, I'd like to see a version with only one lightsource i.e. the Sun

Of course you have artistic freedom, but as you said yourself: "silicon; iron bla bla...." hehe

Sukhoi
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Jelo
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PostPosted: Thu Dec 20, 2001 1:03 am     Reply with quote
Waylon: Do you work for a computer games company?
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waylon
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Posts: 762
Location: Milwaukee, WI US

PostPosted: Thu Dec 20, 2001 9:55 pm     Reply with quote
Yo. Yes, I work for a game company, Guild Software. These asteroids are for our current project. Sukhoi: They'd probably look OK with one light source, but in the game, there'll almost always be more than one. It's not terribly realistic, but we figure players will need to be able to see where they're flying, so we always have either a sun and strong ambient light, or a secondary light source (explained as bounce light from a planet.)

It just makes it look more interesting, really.
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Anthony
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Joined: 13 Apr 2000
Posts: 1577
Location: Winter Park, FLA

PostPosted: Thu Dec 20, 2001 11:22 pm     Reply with quote
Cool, glad you figured it out at length Waylon. ;] They look great. If I had to givea crit it'd be that I'd like to see a little color in there - space it awefully dull as it is. :]
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