Realism and animation
Posted: 14.08.2003, 01:54
Hi all,
Getting realistic "weathered" effects must be one of the hardest, even in 2d ,you've only got to look at model plane/train mags where they've substituted photos of models in real landscapes,I can always tell, I suppose some of the giveaway is the lighting, but its often there's too much added. So less is more or what?
[quote]you've got me thinking about animation using the current version of celestia. Just imagine how many different helios models it would take to show a few seconds of it's propellas turning, not to mention the
massive ssc file. TERRIER[quote]
I wonder, is the idea of adding some rocket flames feasable? I can see that a static mesh and texture would'nt be that hard to do, but with regard to Terriers thought, would you have to have loads of files to make it a bit
animated? I downloaded a ufo model, (I think the original 3ds came from the same site as the Saturn rocket) and it spins on its axis at whatever speed you put in.Can it be specified that part of a model does this, or
does it have to apply to the whole thing? If the latter were the case could two models ie flame and craft be put right next to each other, the flame flickering away? I'm wondering if a single flame spinning length wise
would look any good, or even, a more elaborate double layer construction( like a very small planet and atmosphere) with a different colours etc,the outer one spinning at a different speed. On a different tack, I sometimes get an effect that I at first thought was deliberate,ie a sort of winking led thing when viewing some models,also some moire type features, it looks like its an aliasing glitch or something. My point is, could any unintended artifacts like these be turned to advantage? Alarming to those trying to get rid of things like this, but why not use them.
Regards Ziggy *-)
Getting realistic "weathered" effects must be one of the hardest, even in 2d ,you've only got to look at model plane/train mags where they've substituted photos of models in real landscapes,I can always tell, I suppose some of the giveaway is the lighting, but its often there's too much added. So less is more or what?
[quote]you've got me thinking about animation using the current version of celestia. Just imagine how many different helios models it would take to show a few seconds of it's propellas turning, not to mention the
massive ssc file. TERRIER[quote]
I wonder, is the idea of adding some rocket flames feasable? I can see that a static mesh and texture would'nt be that hard to do, but with regard to Terriers thought, would you have to have loads of files to make it a bit
animated? I downloaded a ufo model, (I think the original 3ds came from the same site as the Saturn rocket) and it spins on its axis at whatever speed you put in.Can it be specified that part of a model does this, or
does it have to apply to the whole thing? If the latter were the case could two models ie flame and craft be put right next to each other, the flame flickering away? I'm wondering if a single flame spinning length wise
would look any good, or even, a more elaborate double layer construction( like a very small planet and atmosphere) with a different colours etc,the outer one spinning at a different speed. On a different tack, I sometimes get an effect that I at first thought was deliberate,ie a sort of winking led thing when viewing some models,also some moire type features, it looks like its an aliasing glitch or something. My point is, could any unintended artifacts like these be turned to advantage? Alarming to those trying to get rid of things like this, but why not use them.
Regards Ziggy *-)