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Re: So, what are we all working on?

Posted: Wed Jun 19, 2013 7:18 pm
by Point
Image

Re: So, what are we all working on?

Posted: Wed Jun 19, 2013 10:36 pm
by GodzFire
You should try to render the M3 models.

Re: So, what are we all working on?

Posted: Mon Jul 29, 2013 2:49 am
by paladin MAIK
Hey, guys! How is the work of rendering units? Point, Carlinho, how is work? :|

Re: So, what are we all working on?

Posted: Mon Jul 29, 2013 2:10 pm
by juliocpaes
Hi Point,

I leveraging this topic for remember about you, :lol: Later, when you have a time, please, give a look that model 3d full that I showed for you other day ( farmer armed with fork ).

Image

big J

Re: So, what are we all working on?

Posted: Mon Aug 05, 2013 2:45 pm
by Point
paladin MAIK wrote:Hey, guys! How is the work of rendering units? Point, Carlinho, how is work? :|

Rendering basics is first create a model then set the appropriate camera angle then render as many views as required for the model ...


if you have a particular program post which one it is and I would bet someone has some camera presets you can use.


some of what goes into making a unit for myth the Point way...
please add your knowledge and insights to the thread.
-- PoinT -ARMY

>>>------------3d Model-----set up------------------<<<
To take advantage of the 8 hue changes via oak/amber -collection references.
-----------------notes------render color setup suggestions
Color Table -HUE -(256)- colors
--Grays- 000 (12)
1UniformLeather 010 (24)
2UnitHair 030 (8)
3UniformShirt 040 (16)
3UniformJacket 060 (32) +
4UniformPant 090 (48)
5UniformHelmet 150 (48)
6Player 180 (8)
7Team 200 (8)
--Background 240 (1)+(1)
--CenterDot 270 (1)
--Divider 300 (1)
8Unit Skin 330 (24)
--Wood- 350 (16)
--Blood- 360 (8)

------------------------------------------------------------------------
-------------------------------------------------------------------------
>>>-------------render lighting setup -------------------

use unsaturated lights (no colors)
light- Sun... cast shadows on
light- North ambient no shadows
light- South ambient no shadows
light- East ambient no shadows
light- West ambient no shadows

>>>--------------Camera setup angle---------

-25 degrees is typical for myth II renders

poser cam settings.
focal= 0mm
perspective= 0mm
distance =10.0
fstop=3.0
dz=11.00
dY=2.0
dx=o.o
scale=190
xorbit=-25d
zorbit=0
yorbit=0

-------------render setup angles-------------------
either rotate the camera, or rotate the model -

--4 views (parts, pieces, items)
30
120
210
300

--8 views ( man size )
0
45
90
135
180
225
270
315

--12 views (laying down unit size)
0
30
60
90
120
150
180
210
240
270
300
330

--12 views (laying down unit size)
0
30
60
90
120
150
180
mirror

--16 views (vehicle size)
0
22.5
45
67.5
90
112.5
135
157.5
180
202.5
225
247.5
270
292.5
315
337.5

--16 views (vehicle size) Mirrored
0
22.5
45
67.5
90
112.5
135
157.5
180



--24 views (large vehicle size)

0
15
30
45
60
75
90
105
120
135
150
165
180
195
210
225
240
255
270
285
300
315
330
345

--36 views (if ya wanna go crazy)
0,10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,160....

>>>-----Animation----
Rotate animation angles clockwise
typical Y axis rotation 0 -45 -90 etc...
if renders are done in the wrong direction they will act buggy in game
and bitmaps would have to be re ordered manually in oak/amber.

>>>----------------------render size -------------------------

128x128, 256x256, 300x300, 512x512, 768x768
varies depending on what level of detail desired.
(cropped pixel dimensions of 256x256 was myths engines old limit)

for warfare Vehicles rendered at 768x768 (=two times the soldier object size)

>>>------------------------Textures-----------------------------
textures power of 2 pixels dimensions
2 4 8 16 32 64 128 256
-------------------------------------------------------------------

>>>------------notes-------4--Poser----animation------Points--------
-turn off hidden body parts prior to render or use transparency map to hide.
- reorder walks and runs to start middle, if you walk designer.
--- verify wounded textures on and off for appropriate frames.
--- check facial expressions..
--render movie to image files - .png
--aniti alias, bump maps on
-pixle samples =2
-raytrace off
--min shading rate =0
--max bucket size per ram available 128 typical

-------------------------------------------------------------------

>>>----animation-----------------sequences -------<<<
--reference warfare animation sequences for an idea of frames---

-------------------------------------------------------------------
------------------------------------------------------------------

>>>----------color table----------------creating-----<<<

index to 256 colors several merged key frames from unit renders and save color table... or use adobe image ready to create a unified color table for the whole collection.

>>----image ready save an image from unified color table...
Step import frames into layers
turn layers all on
save a file or batch -with unified custom color table selected.
one can export layers using saved batch to png in image ready or use photoshop batch to index all renders.

edit color table order. --1 Background color, 2 Divider color and 3 transparent if used. then save

>>-------------------------------------------------------------------------
photoshop batch----

1 open the actions palette
2. select new action
3. click on record
4. index color
5. save file as
6. click on stop

advanced automate --> Batch
>set background color to 240, 0 , 0 (or your render background)
>select background
>convert mode (index color)
>color range (select background hue) black or dark gray
>Index perceptiual 35 percent
>cut (cut background creating new transparent and eliminating blue edges)
>save file as... to new folder
>close
>rinse lather and repeat

-------------------------------------------------------------------
-------------------------------------------------------------------

>>>--- importing into myth via Oak or Amber ---<<<
see oak or ambers instructions and follow :)

>>-0ak beta...
Import uncropped full size centered renders then crop after import when replacing bit maps to keep alignment use crop on import.

>>>---creating via myth II Fear ----------<<<
create collection reference for imported collection
make unit or scenery tag
etc.... simply follow fear instructions ... :)

-------------------------------------------------------------------
-------------------------------------------------------------------
>>Tag collection sequence settings

sounds
-key sound frames... when the sound is created in animation.
-Key frame- when a projectile is created ( trigger -fire- reload-)
-Loop frames where a sequence repeats

Re: So, what are we all working on?

Posted: Mon Dec 16, 2013 11:59 pm
by Point
Image

if there were more than 20 players left on myth I might actually spend the time finishing this stuff :)

Re: So, what are we all working on?

Posted: Tue Dec 17, 2013 3:12 pm
by juliocpaes
Point wrote:
if there were more than 20 players left on myth I might actually spend the time finishing this stuff :)
PoinT,

model female warrior - wonderful! :)

hey PoinT,

make for me the bitmaps of animed peasant farmer for I put in oAk ? :(

Julio

Re: So, what are we all working on?

Posted: Tue Apr 22, 2014 10:48 am
by Point
Looking forward to the next oak test build with model import ability.... in anticipation building some new models... :)

Image

Image

Re: So, what are we all working on?

Posted: Tue Apr 22, 2014 12:22 pm
by Jon God
Holy crap that looks awesome.

Re: So, what are we all working on?

Posted: Tue Apr 22, 2014 12:43 pm
by vinylrake
Ditto to JonGod's comment, that's amazeballs.

Re: So, what are we all working on?

Posted: Fri Apr 25, 2014 7:24 pm
by Point
only two maps left to go to finish off all my civil war maps that have been dancing on my hard drive for years... ... ready to detail texture... :)

FORT Sumter.... the first battle of the war... I think this time it might be more fun not to surrender :)

Image

Re: So, what are we all working on?

Posted: Sat Apr 26, 2014 4:35 pm
by Point
and into battle after oak textures Image

Re: So, what are we all working on?

Posted: Sat Apr 26, 2014 5:45 pm
by Jon God
notbad.jpg

Re: So, what are we all working on?

Posted: Sat Apr 26, 2014 6:05 pm
by juliocpaes
Point wrote:Image
when these wonderful models units will be available for us? :)

Re: So, what are we all working on?

Posted: Fri May 09, 2014 1:29 am
by beta21
If the Greek tags and plugin aren't done by January 1st, 2010 I am pretty sure they fall into the legal status of 'public domain' and anyone who wants to can work on them.
Better get going Carl if you don't want someone else to finish the Greek units and campaign for you!!!