xShowroom

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xistence
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xShowroom

Post by xistence »

I thought i post some artwork or intresting looking stuff i work on, maybe as inspiration for others, as wallpaper, just to stare at or whatever. Just have fun with it.

Here are some screens of a design concept for DIU, it's called 'systembus', a transport program. It's not finish, more modeling and the textures have to be done.

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Re: xShowroom

Post by deeahchur »

Very cool, X! As always, your designs are excellent!

Do you yet have any screencaps for the body section?

Definitely looking forward to seeing the finished images!
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Re: xShowroom

Post by xistence »

Another design i currently work on, this is a transport called 'tracer', kind of a big mono wheel for one program.
There is still a lot to be done (cockpit, textures, etc.) so it is not finished.

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Re: xShowroom

Post by deeahchur »

Very cool. Looks almost finished!

Are you still using DEdit or another 3D geometry program?
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Re: xShowroom

Post by xistence »

Only Dedit
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Re: xShowroom

Post by xistence »

Did some stuff on the cockpit, seat still needs some work, but controls are already somewhat detailed now.

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Re: xShowroom

Post by deeahchur »

Xcellent work, as always!

Is there some way to create a mod that tricks placement of an LC into geometry such as this, while hiding the LC? I remember talk that the source code was needed in order to really add new playable vehicles, but is there some way we can fake it, even with a mod?

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Re: xShowroom

Post by TronFAQ »

The Light Cycle model can be replaced, easily enough. The problem is that any other model/vehicle would also be restricted to 90 degree turns, and would always leave a trail behind it.

In spite of that, I'm going to attempt faking a driveable Recognizer in UE3. I won't be replacing a Light Cycle to do it, either. But control over the Reco will be limited to very rough movements, not the kind of fine control you'd want over a proper flying craft. One can just about get away with it for a Reco, since they're fairly plodding vehicles to begin with.


Love the bump mapping effects on the transport, X. T-)
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Re: xShowroom

Post by xistence »

deeahchur wrote:Is there some way to create a mod that tricks placement of an LC into geometry such as this, while hiding the LC? I remember talk that the source code was needed in order to really add new playable vehicles, but is there some way we can fake it, even with a mod?

A discussion that popped up really a lot through all the years, most was answered by T already.
I can just say that this not planned by my side, at least this model is really high resoluted, so not really suitable to be placed in the Tron2.0-engine as vehicle, because you know, the hardware might be fast these days, but still the software needs to be fast as well, but jupiter isn't. So there is a hard limitation how far someone can go with the count of polies and stuff, nothing supported by this model (it already has a poly count of ~5000).
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Re: xShowroom

Post by xistence »

xistence wrote:
deeahchur wrote:Is there some way to create a mod that tricks placement of an LC into geometry such as this, while hiding the LC? I remember talk that the source code was needed in order to really add new playable vehicles, but is there some way we can fake it, even with a mod?

A discussion that popped up really a lot through all the years, most was answered by T already.
I can just say that this not planned by my side, at least this model is really high resoluted, so not really suitable to be placed in the Tron2.0-engine as vehicle, because you know, the hardware might be fast these days, but still the software needs to be fast as well, but jupiter isn't. So there is a hard limitation how far someone can go with the count of polies and stuff, nothing supported by this model (it already has a poly count of ~5000).
Tronfaq wrote:Love the bump mapping effects on the transport, X
Ya, i'm getting used to the weird bump mapping effect in jupiter, as it done by reflection not light source, but still it can produce an impression for surface details we could never do by geometry (or at least don't want to). But i really wish they didn't removed the pure bumpmap-shading (what must have happened compared to the capabilities of similar derivates of this engine)
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Re: xShowroom

Post by xistence »

Gettin' to the final state, just need to add some better textures, also a holo-screen above the controls as driver view. Some gaps to fix. I also added an example scene of two tracers having a race. Important here the fact the the cabin for the driver will also stay up side down, but the wheel can tilt to both sides, both parts are just connected loose.

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Re: xShowroom

Post by deeahchur »

Very awesome!

Gyro mode activate!

Td)
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Re: xShowroom

Post by xistence »

Final state (a few improvements might need to be done, but you won't notice them at all).
Additional there is also the docking station for the tracer, use to set up routes for this transport program.

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Re: xShowroom

Post by deeahchur »

Very nice finished version!

Td)

I still keep thinking something should be in the seemingly empty outlined areas on the left and right of the dash board area.

I must say I am slightly reminded of an X-Box controller, but that's not necessarily a criticism!

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Re: xShowroom

Post by xistence »

deeahchur wrote:I still keep thinking something should be in the seemingly empty outlined areas on the left and right of the dash board area.
Ya, this is one of the small details to be done, there will be floating holographic displays later on.
I'll also replace the other display as for right now they're just placeholders, chosen as they matched the color scheme well. But in the end they're old stuff from previous maps, so not intended to be used here.
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