NEW Voyager model...

Post requests, images, descriptions and reports about work in progress here.
bh
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Post #61by bh » 05.10.2006, 17:54

Methinks is the much anticipated 'Celestial Matters'.
regards...bh.

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ElChristou
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Post #62by ElChristou » 05.10.2006, 18:17

CurlSnout wrote:Thank you VERY MUCH for the new Voyager prerelease model; it looks OUTSTANDING.

I am especially looking forward to the new Vostok model. Please excuse my ignorance, but what (and when) is "CM opening"?

Hi-Ho,

CS


Tx!

Yes, CM is Celestial Matters, a site created in colaboration with Fridger and Runar, actually all of us are too busy so we need a bit more time to end all we need to do.
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Post #63by Malenfant » 05.10.2006, 19:08

Wow, that looks a lot more detailed than my Voyager POVray model, which now looks positively crappy by comparison! I can certainly appreciate the construction though, looks like you have lots of fine detail in there!
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Post #64by buggs_moran » 05.10.2006, 23:00

Fantastic. Took the tour with Jack's xyz and your model. Wonderful. No frame rate issues whatsoever...
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Post #65by fsgregs » 06.10.2006, 01:36

Chris:

The model is incredible. Excellent work. Will you be adding the message record texture to the final release?

Frank

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Post #66by ElChristou » 06.10.2006, 02:39

Tx guys!

fsgregs wrote:...Will you be adding the message record texture to the final release?


Of course but I'm waiting first to see what Chris has in mind to solve the issue with the actual spec light problem...
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Post #67by Cham » 06.10.2006, 03:07

What issue with spec light ? 1.5.0 is perfect, about spect light !
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Post #68by LordFerret » 06.10.2006, 04:39

I've not downloaded the model, but looking at the preview image you've posted - all I can say is Awesome!

Just out of curiosity, did you ever get to identify that octagonal part?
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I also wanted to note the panel beneath that part (half black / half white with verticle lines)... in looking at some of the Voyager images posted by other folks here, that panel appears to be inverted (the other way, upsidedown)?
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Post #69by ElChristou » 06.10.2006, 11:34

Cham wrote:What issue with spec light ? 1.5.0 is perfect, about spect light !
The problem I point out in http://shatters.net/forum/viewtopic.php?t=10078&start=60

LordFerret wrote:Just out of curiosity, did you ever get to identify that octagonal part?
Nope...

LordFerret wrote:I also wanted to note the panel beneath that part (half black / half white with verticle lines)... in looking at some of the Voyager images posted by other folks here, that panel appears to be inverted (the other way, upsidedown)?

Sorry my Lord :wink:, but I spent lot of time to "analyze" many photos from many sources to get my model as accurate as possible; just have a closer look at the two shots in the red frames about the mysterious octagon, and you will see the top part of this "inverted" panel...
The plastic model you point here is full of inaccurancy... (the octagon even don't appear)
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Post #70by Cham » 06.10.2006, 14:26

ElChristou,

I don't understand your problem. Just use a large number (something like 120) for the specular, in the modeler (Cheetah3D) and you'll have a nice metallic reflection. On your picture, it seems you used a small number, which doesn't give a proper effect on the golden disk. I'm sure you can achieve a very nice metallic effect on your disk.
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Post #71by ElChristou » 06.10.2006, 14:37

Cham wrote:ElChristou,

I don't understand your problem. Just use a large number (something like 120) for the specular, in the modeler (Cheetah3D) and you'll have a nice metallic reflection. On your picture, it seems you used a small number, which doesn't give a proper effect on the golden disk. I'm sure you can achieve a very nice metallic effect on your disk.


Cham, read again the response from Chris, it's not a question of setting, it's the way the spec light react with the texture...
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Post #72by Cham » 06.10.2006, 14:40

There's no clear reply about that, from Chris, in the thread you are pointing. I don't see any problem there.
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Post #73by ElChristou » 06.10.2006, 17:22

Cham wrote:There's no clear reply about that, from Chris, in the thread you are pointing. I don't see any problem there.

Cham, read again this:

Chris wrote:I changed the way specular highlights are computed for meshes in 1.5.0. It used to be this:

color = (diffuse_color + specular_color) * texture_color

And I changed it to this:

color = (diffuse_color * texture_color) + specular_color


Here we have a clear description of the difference between the 2 rendering; with the new one, we definitively loose something in the case of my exemple, even if it's better for other points; I'm confident Chris will find a solution to have all benefits, even if this will work only in OGL2...
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Post #74by LordFerret » 07.10.2006, 04:15

ElChristou wrote:The plastic model you point here is full of inaccurancy...


I believed the image source (NASA) reliable, so I thought perhaps it was an oversight. I'm sorry ElChristou (I have no doubts of the time and effort you've put into this). :oops:

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Post #75by ElChristou » 14.01.2007, 22:52

I have the regret to say that I give up with the labelling of instruments via locations, it's really a nightmare :x...

The model is over, so next week release in CM!
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Post #76by ElChristou » 15.01.2007, 18:36

A few shots before release...
The trip of this ship was really incredible... :o

(Click to enlarge)

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Post #77by Dollan » 15.01.2007, 19:13

As usual, it looks like you've created something spectacular. Can't wait to add it to my Extras folder!

...John...
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Post #78by bh » 15.01.2007, 19:25

Superb Chris...the Neptune shot is very impressive.
regards...bh.

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Post #79by jll » 15.01.2007, 21:23

ElChristou wrote:The trip of this ship was really incredible... :o


And your model also 8O

Congratulation :D

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Post #80by ElChristou » 15.01.2007, 21:32

Tx guys, I hope you will enjoy it; a day or two and it will be available at CM.
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