Star Trek Chronicles, Coming Summer 2011 |
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Star Trek Chronicles, Coming Summer 2011 |
Jun 12 2011, 8:55 PM
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#21
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![]() Master Director Group: Pioneers Posts: 8,447 Joined: 22-April 07 Member No.: 341 |
That face looks fantastic. He looks exactly like Leonard Nimoy. How did you do it? Oh and I didn't know you know how to do costumes too as I can use you for more costumes for Vautrin. Just PM me and I will let you know what I want.
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Jun 12 2011, 9:03 PM
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#22
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
It has already been done. One of the guys made it in a recent pack. C who? can you link me? That face looks fantastic. He looks exactly like Leonard Nimoy. Thats because the picture is lenord Nimoy I didn't know you know how to do costumes my costume modding is very basic. Just re texturing existing costumes -------------------- |
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Jun 13 2011, 1:30 AM
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#23
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![]() Master Director Group: Pioneers Posts: 695 Joined: 13-December 08 Member No.: 3,540 |
who? can you link me? http://www.moviestorm.co.uk/community/inde...p;vid_id=106938 To see the demo. KVGesturespackV2 http://www.machinimods.com/modder.aspx?artist=KV To download it. C |
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Jun 13 2011, 6:32 AM
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#24
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
thanks, don`t know how I missed that
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Jun 13 2011, 12:32 PM
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#25
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
I have started to dabble in modding the universal head, I decided to start small, the bajoran nose:
![]() this is using a flat png texture and would proberley look a lot better if it were bump mapped, but I have not got a clue on how to create bump maps, speculars etc. can anyone tell me how to make these? -------------------- |
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Jun 13 2011, 12:37 PM
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#26
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![]() Master Director Group: Pioneers Posts: 695 Joined: 13-December 08 Member No.: 3,540 |
I have not got a clue on how to create bump maps, speculars etc. can anyone tell me how to make these? Get GIMP (I believe they are on GIMP 2 now). Under FILTERS-MAP-NORMAL MAP. There are several options. Play around until you find a normal map which gives you the right amount of appearance of texture without going over the top. Then have it selected in the normal textures slot. GIMP is also good for making speculars too. C |
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Jun 13 2011, 4:32 PM
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#27
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
thanks writerly for the tip. with a little more tinkering I have come up with this:
![]() Still not perfect but looking a lot more natural -------------------- |
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Jun 14 2011, 4:25 PM
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#28
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
Klingon Head:
this is my first attempt at a klingon head: ![]() -------------------- |
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Jun 15 2011, 12:10 AM
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#29
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![]() Master Director Group: Pioneers Posts: 2,289 Joined: 6-November 10 Member No.: 11,729 |
thanks writerly for the tip. with a little more tinkering I have come up with this: ![]() Still not perfect but looking a lot more natural Needs more definition but its getting there. -------------------- Sango: "If it was really a miracle everyone would have been saved."
Vargas: "But if everyone was saved how would anyone know it was a miracle." Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season. |
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Jun 16 2011, 1:32 PM
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#30
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
I have redone the klingon head, using normal and specular maps, and I think it looks a lot better:
![]() -------------------- |
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Jun 16 2011, 9:30 PM
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#31
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![]() Master Director Group: Pioneers Posts: 3,944 Joined: 28-August 08 Member No.: 2,534 |
I have redone the klingon head, using normal and specular maps, and I think it looks a lot better: Yup that is looking good Andy. -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jun 17 2011, 12:28 AM
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#32
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![]() Master Director Group: Pioneers Posts: 2,289 Joined: 6-November 10 Member No.: 11,729 |
I have redone the klingon head, using normal and specular maps, and I think it looks a lot better: Looks Klingony. -------------------- Sango: "If it was really a miracle everyone would have been saved."
Vargas: "But if everyone was saved how would anyone know it was a miracle." Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season. |
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Jun 18 2011, 6:54 PM
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#33
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
I have started working on the bridge of a Klingon Bird of Prey. This is my first wall panel, still in sketchup:
![]() Does anyone know how I can make the console displays appear to be glowing? -------------------- |
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Jun 18 2011, 7:48 PM
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#34
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![]() Master Director Group: Pioneers Posts: 2,289 Joined: 6-November 10 Member No.: 11,729 |
I have started working on the bridge of a Klingon Bird of Prey. This is my first wall panel, still in sketchup: ![]() Does anyone know how I can make the console displays appear to be glowing? PapaG's cigarette has a glowing end. He should know. -------------------- Sango: "If it was really a miracle everyone would have been saved."
Vargas: "But if everyone was saved how would anyone know it was a miracle." Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season. |
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Jun 18 2011, 10:44 PM
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#35
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![]() Master Director Group: Pioneers Posts: 3,944 Joined: 28-August 08 Member No.: 2,534 |
Does anyone know how I can make the console displays appear to be glowing? You could just make it green and use chroma keying in post or you could give it an emissive colour. -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jun 19 2011, 12:53 AM
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#36
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![]() Master Director Group: Pioneers Posts: 2,289 Joined: 6-November 10 Member No.: 11,729 |
You could have an invisible light close to it?
-------------------- Sango: "If it was really a miracle everyone would have been saved."
Vargas: "But if everyone was saved how would anyone know it was a miracle." Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season. |
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Jun 19 2011, 12:22 PM
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#37
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
klingon bridge wall components know in MS:
![]() I have used an emersive textures for the computer displays, but I need to tweak them to make them glow brighter. So far I have only done 2 wall units, I will be making a few more to make the bridge look less repetitive. -------------------- |
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Jun 19 2011, 5:16 PM
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#38
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![]() Master Director Group: Pioneers Posts: 1,076 Joined: 12-February 09 Member No.: 4,235 |
klingon bridge wall components know in MS: ![]() I have used an emersive textures for the computer displays, but I need to tweak them to make them glow brighter. So far I have only done 2 wall units, I will be making a few more to make the bridge look less repetitive. I'm fully emersed(sic)! These look amazing Andy! Looks like your putting in some serious hours here. |
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Jun 19 2011, 5:31 PM
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#39
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![]() Master Director Group: Pioneers Posts: 2,289 Joined: 6-November 10 Member No.: 11,729 |
I'm looking forward to them.
Andy, any idea how many episodes you'll do? -------------------- Sango: "If it was really a miracle everyone would have been saved."
Vargas: "But if everyone was saved how would anyone know it was a miracle." Sango and Vargas arguing over the implications of one person surviving an unexpectedly active tidal season. |
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Jun 19 2011, 7:24 PM
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#40
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![]() Master Director Group: Pioneers Posts: 964 Joined: 24-March 10 Member No.: 8,442 |
any idea how many episodes you'll do? I have the storylines for 3 episodes at the moment and the script for the first. I would like this to be ongoing, perhaps an episode every other month. -------------------- |
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