You really need to find a way to get AA to work on those. Just fiddle around with some of the sharper filters, catmul-rom or blackman are good ones to try.
A Hiigaran Destroyer (which is a pretty huge ship when set against some of the smaller Frigates, Corvettes and Fighters, etc) is absolutely dwarfed by the immensity of the Balcora Gate as it enters the gate's central ring. The central ring slowly revolves.
Used a touch of 'FinalGlow' in this render.
To answer the question about AA: I just can't find a satisfactory way to avoid having any kind of AA kill the clarity of these low-res textures. Since my whole approach has been to try and recreate the look of HW2, I'm trying to avoid any 'enhancements' that would have looked out of place in the game itself (and I do continually go into the game itself to take reference shots of each of the models to work from), but I'm always open to suggestions as to how to improve the renders within these parameters. I'm just trying to stay faithful to the souce material, in context, despite the wealth of bells and whistles Max offers (and tempts me with). In the end, maybe the simplest, most faithful aproach works best with this project.
Regarding the Homeworld 2 backgrounds, this tool is said to be able to extract them from the game files, I don't have HW2 installed though so I can't try it.
I did this once but they came out with a lot of artifacts. but with some photoshop work they can be used though. i fixed two back then. in case you'll fix more of them make sure to send me a copy
I did this once but they came out with a lot of artifacts. but with some photoshop work they can be used though. i fixed two back then. in case you'll fix more of them make sure to send me a copy
Regards Roman
Thank you! I'd very much like to know which app you used to extract these as I'd like to give it a go myself. In the meantime, I'll see what I can do with these - it's so frustrating they have those defacing artifacts on them! I'm pretty handy with Photoshop, though (I work with it everyday), so I can see the pics are not beyond repair...
Ah well - have a Prison Ship for your troubles!
Not too happy about the textures on this (yes, it really does have that unsightly stripe going right across the top of the dome) - the underlying mesh is actually very good, a great design, but the artist dropped the ball on the texture, imo, undermining the design as whole...
...I am drooling over the models & textures, wish you had been a little more creative and greebled them though
My project is to faithfully recreate the entire HW2 fleet in 3dsMax, which means avoiding the temptation to 'improve' the original meshes in any way whatsoever. I'll be focusing very much on just putting out a definitive, 100% faithful-to-the-game complete HW2 fleet. Beyond that, it's over to everyone else to do with the meshes and textures what they will...
The Hiigaran Resource Collector and Controller. I'd like to animate the collector's armature, but it's tricky figuring out the exact movements and there's no way to set the model's in-game animation files to work in Max...
Posts
A Hiigaran Destroyer (which is a pretty huge ship when set against some of the smaller Frigates, Corvettes and Fighters, etc) is absolutely dwarfed by the immensity of the Balcora Gate as it enters the gate's central ring. The central ring slowly revolves.
Used a touch of 'FinalGlow' in this render.
To answer the question about AA: I just can't find a satisfactory way to avoid having any kind of AA kill the clarity of these low-res textures. Since my whole approach has been to try and recreate the look of HW2, I'm trying to avoid any 'enhancements' that would have looked out of place in the game itself (and I do continually go into the game itself to take reference shots of each of the models to work from), but I'm always open to suggestions as to how to improve the renders within these parameters. I'm just trying to stay faithful to the souce material, in context, despite the wealth of bells and whistles Max offers (and tempts me with). In the end, maybe the simplest, most faithful aproach works best with this project.
I did this once but they came out with a lot of artifacts. but with some photoshop work they can be used though. i fixed two back then. in case you'll fix more of them make sure to send me a copy
Regards Roman
Have you tried turning Filter Maps option off in the Renderer tab? That should leave the maps nice and sharp, when rendering.
Join our fancy Discord Server!
Thank you! I'd very much like to know which app you used to extract these as I'd like to give it a go myself. In the meantime, I'll see what I can do with these - it's so frustrating they have those defacing artifacts on them! I'm pretty handy with Photoshop, though (I work with it everyday), so I can see the pics are not beyond repair...
Ah well - have a Prison Ship for your troubles!
Not too happy about the textures on this (yes, it really does have that unsightly stripe going right across the top of the dome) - the underlying mesh is actually very good, a great design, but the artist dropped the ball on the texture, imo, undermining the design as whole...
*cough*
One of my reference shots, taken in-game.
Where only do I have the CD???
Wanders off in search for the CD
so unless I replay them on my wimpy laptop I cant replay them..
I am drooling over the models & textures, wish you had been a little more creative and greebled them though
HW2 definitely does, so you're ok.
Also try setting the texture map filtering to "Summed Area".
See screenshot for both settings...
My project is to faithfully recreate the entire HW2 fleet in 3dsMax, which means avoiding the temptation to 'improve' the original meshes in any way whatsoever. I'll be focusing very much on just putting out a definitive, 100% faithful-to-the-game complete HW2 fleet. Beyond that, it's over to everyone else to do with the meshes and textures what they will...
The Hiigaran Resource Collector and Controller. I'd like to animate the collector's armature, but it's tricky figuring out the exact movements and there's no way to set the model's in-game animation files to work in Max...
PLEASE don't bump an old thread.
I'll close the thread. We can re-open it at the thread starter's request.