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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
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![]() ![]() Added some colour to the balloons. Air Defence Over Scapa Harbour ![]() ![]() ![]() ![]() |
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#32 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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The real thing:
![]() ![]() ...and this is an HD picture of the same: http://www.bbrclub.org/Barrage%20Bal...ssel%20adj.jpg its american counterpart: ![]() I think both british and US barrage balloons were silver grey in color, as shown in this other color picture: ![]() Finally, this is a model for sell at TurboSquid: ![]() Thanks to you, Trevally, it seems that we have just spared 60 bucks ![]() ![]() This is the TurboSquid page with some more vies of the former model, just in case you want to get inspiration from it for adding some more detail to your creation ![]() |
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#33 | |
Navy Seal
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#34 |
Engineer
![]() Join Date: Mar 2012
Posts: 210
Downloads: 429
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will those balloons move with the wind?
or be static attacht to ships like in SHIII |
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#35 | |
Navy Seal
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![]() I do not think I can do that - I am just starting to understand how to imprort them into the game - getting flash stuff like that to work may be a step to far ![]() I have not thought where to place them yet - if I can get them looking good I will add to harbours ![]() |
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#36 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
![]() If you are familiar with photoshop, I think you can use the big b/w picture I've linked to my previous post as base for obtaining nice high detail textures. I would try also adding vertical stress lines where cables are connected to the main balloon, as visible in some of the pictures and in the TurboSquid 3d model. Besides this, imo the edges between the three parts composing each fin, look a bit too soft in your model. There is a quick setting for making edges hard in wings 3d. I am sure the same setting can be found in blender. Peraphs you can play a bit with it ![]() Other than that, your model looks just perfect! ![]() |
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#37 |
Navy Seal
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Ok - I have got the stress lines showing on the balloon
![]() Now for the cables ![]() anyone know any tricks for this? |
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#38 |
Navy Seal
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Added cables
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#39 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Brilliant!
![]() If possible there should be 3-4 cables per side going straight from the top of the balloon to land, as seen in the pictures. And here's a standard size tileable texture I've created for your cables. ![]() I's 128x128 in size, but as we are not going to see its details anyway, I think you can reduce it at your wish ![]() |
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#40 |
Navy Seal
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#41 |
Sonar Guy
![]() Join Date: Sep 2010
Location: Switzerland
Posts: 388
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__________________
Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... |
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#42 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ![]() I think it is time for you to give a proper texture to those odd flying objects, Trevally ![]() ...and by the way, have you noticed how dark they look? Other than increasing lightness in diffuse/specular map, I think you can play with specular color/strenght and glossines in material attributes (node 2/0). I don't know if they are correctly applied to dat units, but there is no arm in trying ![]() |
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#43 |
Navy Seal
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yes - it is most odd.
With the block ships - I could use Uekel's method to apply all the light/texture (T01, N01 and O01) I just can not get this to work with the ballons (grey blobs only ![]() So I am using Rongels method - but just the T01 will apply ![]() I can send you the file if you want a go ![]() |
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#44 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() I am still busy with the whale, but if you want I can deal with that texture too. Just send me the last version of your UFO ![]() Once finished with the diffuse map, we will brainstorm Uekel, Rongel, privateer, TDW, etc. on why normal and occlusion maps are not working correctly ![]() |
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