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CU Amiga Magazine's Super CD-ROM 03 (1996)(EMAP Images)(GB)(Track 1 of 3)[!][issue 1996-09].iso
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b5_station.txt
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1996-06-14
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Babylon5 Station Model V01.00 for Imagine 3.3 14/06/96
Requirements
------------
RAM, and lots of it! This is a large model, it takes up 2.5Mb of disk
space and contains approx 75K polygons. Depending on how much detail
is left in and how much of the model is visible, it can require a
total amount of memory between 12Mb and 22Mb (these are actual
recorded totals) This is for the bare model with no nice nebulas,
planets or star furies.
CPU, if you are going to render this model with all the nicities
mentioned above then the bigger the better I currently have an 030 in
my machine and the minimal renders (some jpegs included) normally took
in the region of an hour to two hours each. This is for a ram only
render, not using VMM or a similar tool.
Development
-----------
The overall elapsed time for this project is now almost a year, of
that most of five months free time went into the building of the
station. Most of the source material for this has been GIFs collected
from the lurker site and tracing paper taped first over the TV with
the video paused then carefully retaped over my monitor. The gifs
were reduced to outlines, then sections stored out as separate images
and used as backdrops. As the object grew test renders were then
overlaid onto the original images to check how accurate they were.
The procedures were then repeated and repeated until the 1.00 version
was produced.
Object Structure
----------------
The station is a grouped object built from 15 individual objects and
a grouping axis. All the component objects are aligned along the X
axis and the object could be placed in the cycle editor and the
central sections given rotation vectors. The two _DETS objects in the
group can be removed in distance shots along with the ELEVATOR
object, of course if an object component like the docking bay is not
visible at all in a particular scene then that can be removed as well
Each object component has all of its faces placed in various
subgroups. A face is currently only in one subgroup and no others. If
you need to further reduce the polygon count in distance shots then
subgroups like ducting ones can be removed as these have fairly high
face counts.
All the major objects in the group have had quick edges applied. A
hint when first loading the object into the stage editor is to make
the perspective view fullscreen then load the object and immediately
select "quickedge all" from the menu. This will let you load the
object and not have to wait for all the polygons to be drawn in all
three parts of the triview. The _DETS objects have no quickedges
and so are invisible in this state.
Object Components
-----------------
The axis/objects are as follows :
STATION - Control Axis
BODY_MAIN - The main cylinder
BODY_TAIL - The tail assembly connecting the main body with the
reactor
COBRA_DETS - Additional detail on the cobra bays, can be removed
for long distance shots.
COBRA_MAIN - The main cobra bays,connects from the second sphere
over to the first sphere
DOCK_BAY - The detailed docking bay. This sits over the docking
ring.
DOCK_RING - This is the end cap from the super connect section.
ELEVATOR - This leads out perpendicular from the sphere 1
details to the rim of sphere 2, can be removed for
longer shots.
REACTOR - The far end section connecting to the body tail.
SOLAR_ARRAY - Overlapping the main body and the tail and holds
the large solar panel assemblies
SPHERE1 - Behind the super connecter section
SPHERE1_DETS - Additional details on the connecting cylinder between
the two spheres, can be removed for longer shots.
SPHERE2 - The larger of the two spheres connects to the main body
SUPER_CONNECT - This sits between the docking ring and the first sphere
it links up to the superstructure front section
SUPER_FRONT - The front superstructure sits on the super connect and
backs onto the superstructure main section.
SUPER_MAIN - Behind the super front sections the main superstructure
spans the main body of the station anchoring down to
the body tail.
Texturing
---------
The current model has no textures at all. Subgroups have been coloured
so that the model is not too drab. This was a painful decision to make.
I have created a series of brushmaps which would give the model what I
believe to be an excellent finish, but Imagine 3.3 (and 4.0) simply
cannot handle them! The biggest problem is that tiling only works on
flat x-z surfaces and to use the textures tiling is required for both
cylindrical and spherical surfaces. I have tried using procedural
textures both the Imagine supplied and Essence collection but they
actually make the object less realistic. I have also written some
procedural textures of my own which again fail to provide the necessary
effects. If Imagine 5 has a greatly improved brushmap control then I
will revisit this section of the model.
Future
------
There are a number of things I would like to add to the model, but
then it would probably never see the light of day, but things to
come are :
- Lighting for 'night' scenes
- Texturing as mentioned above
- The offensive weaponry, gun points etc etc
- Several predefined states.
- Animatable sections, rotating, opening bay doors (gun points again)
- Perhaps some of the smaller ships associated with B5
Any comments, suggestions (especially hints on brushmaps) about the model
are welcome.
Also by this author
Realms - An AmiTCP Mud Server from Aminet:comms/tcp/realms.lha
Andrew Baillie
andyb@babylon5.demon.co.uk