Author Topic: RBC Mjolnir Mk2 SCP Revision  (Read 11824 times)

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Offline mikhael

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RBC Mjolnir Mk2 SCP Revision
For those that don't generally read the SCP forum, I've just rebuilt my Mjolnir Mk2 model from scratch. It took about 3hrs and came down to a mere 3600 polys, so it should be reasonably SCP friendly.




I'm looking for volunteers to map it, path it, and convert it. I'll do the LODs and debris.
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Offline Setekh

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RBC Mjolnir Mk2 SCP Revision
If that baby gets a map job that does justice to the mesh, I promise you she'll be in the highlights. :)
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Offline IceFire

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RBC Mjolnir Mk2 SCP Revision
Ummm...wow!

I can see stripping some more poly details infavor of a good texture and she'd still look amazingly good.  Awesome quality of the mesh to be sure!
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Offline Carl

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RBC Mjolnir Mk2 SCP Revision
yar!:yes:
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Offline Deepblue

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Whoa.

 

Offline Fineus

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RBC Mjolnir Mk2 SCP Revision
Now that is what I'm talking about! Do that for the rest of the fleet and FS2 will have the most detailed ships in gaming history!

 

Offline Ashrak

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RBC Mjolnir Mk2 SCP Revision
GO GO GO SCP!!!!!!!!!!1
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Offline Styxx

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RBC Mjolnir Mk2 SCP Revision
Ok, the model looks great, but the majority of those small details will be completely lost in game... I don't think the model needs to be so complex. But it's a nice model, and with a proper texture map it'll look great.
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Offline Martinus

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RBC Mjolnir Mk2 SCP Revision
[color=66ff00]Scary detail. :)

I don't want to throw a dampner on things (and I have to admit that I'm not familiar with how far we can push it) but won't a few of those really stress the engine even with HT&L?
I consider capships to be the main target of high poly updating, after all you get to do flyby's on them and take in the detail, isn't the sheer LOD on the Mjolnir Mk2 a bit excessive?

You can do an awful lot more with a simple model and good textures than with a complex model with lower detail textures. I base this on not only my own experiences but on the thoughts of industry professionals.

Still, these thoughs do not detract from what is an amazing piece of work. :nod:
[/color]

 

Offline phreak

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RBC Mjolnir Mk2 SCP Revision
its 3600 polies.  my old gf2 did well over 200k triangles per frame at 45 fps
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Offline Bobboau

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it'll be fine, 30 or 40 on screen you won't even see a frame rate hit, well if you have a semi-recent card
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Offline Ace

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RBC Mjolnir Mk2 SCP Revision
I do hope that any new texture maps will try to be as close as possible to the look of the original Mjolnir. (Minus some issues the original had with it's maps)
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Offline diamondgeezer

RBC Mjolnir Mk2 SCP Revision
Jesus H Christ on a pogo stick, that thing's amazing :eek:

 

Offline Kazan

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RBC Mjolnir Mk2 SCP Revision
it's called detail levels
that's LOD0 - only seen when really upclose
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Offline mikhael

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RBC Mjolnir Mk2 SCP Revision
Quote
Originally posted by Styxx
Ok, the model looks great, but the majority of those small details will be completely lost in game... I don't think the model needs to be so complex. But it's a nice model, and with a proper texture map it'll look great.


The funny thing is, Styxx, there are nearly NO small scale details on this version of the model. The smallest details are the 'nails' on the front of the fingers of the outer grinder. I removed something like 28K polys of 'small details' like etching/seaming, hatches, thruster details, vents, railings, pipes, heatsinks, reaction tanks and exhaust ports. Everything you see in these pictures is reasonably large scale detail.

Which parts do you think will get lost? I'm thinking the antenna bobs and the focus arms on the inner grinder will be hard to at a distance, but that's the way they should be.
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Offline Martinus

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RBC Mjolnir Mk2 SCP Revision
Quote
Originally posted by PhReAk
its 3600 polies.  my old gf2 did well over 200k triangles per frame at 45 fps

[color=66ff00]Wow! I had no idea you could push that many polys around comfortably. I stand thoroughly corrected. :D

BTW Kazan, I am aware of the LOD setup I was just considering that a small area melee could result in choppy framerates but like I said, I stand corrected. :nod:
[/color]

 

Offline karajorma

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RBC Mjolnir Mk2 SCP Revision
Quote
Originally posted by Bobboau
it'll be fine, 30 or 40 on screen you won't even see a frame rate hit, well if you have a semi-recent card


While we are here what exactly are the limits modders should be aiming for now?

Wasn't it around 3k for fighters and bombers and 20k for caps?
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Offline Kazan

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texture and shinemap this SOB already
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Offline Fineus

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Well said Kazan!

And on a side note regarding detail - I'm thinking that the majority of detail will be in the smoothing of ships and so on - for instance the Perseus is fairly angular (due to low polys) but smooth it all out and it'll look far more impressive without any real detail added. A couple of additional details and it'll be fine - no massive detail increase but overall it'll be much more pleasing.

Capships are another matter, again everything should be smoothed out - but antenna arrays should be uber-detailed. Turrents should be round (in the case of beam turrets) and detailed on others. Missile launchers should stand out as such etc. etc. A lot of this will be down to texturing but without modelling in the correct places it'll be hard to pick out the details.

 

Offline mikhael

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RBC Mjolnir Mk2 SCP Revision
So who wants to step up and do the textures? ;)

I sure as hell can't. :)

Quote
Originally posted by Kalfireth
Well said Kazan!

And on a side note regarding detail - I'm thinking that the majority of detail will be in the smoothing of ships and so on - for instance the Perseus is fairly angular (due to low polys) but smooth it all out and it'll look far more impressive without any real detail added. A couple of additional details and it'll be fine - no massive detail increase but overall it'll be much more pleasing.

Capships are another matter, again everything should be smoothed out - but antenna arrays should be uber-detailed. Turrents should be round (in the case of beam turrets) and detailed on others. Missile launchers should stand out as such etc. etc. A lot of this will be down to texturing but without modelling in the correct places it'll be hard to pick out the details.


I agree with you Thunder. It should be noted, of course, that this version of the Mjolnir came about as a response to the thoroughly broken :V: Mjolnir. Not as a game model really. It just kinda found its way back.
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