Author Topic: Headdie's Workshop  (Read 30592 times)

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Offline Enioch

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Love the antennae and the fins near the engine. Consider animating them. (Warpout/warpin animation a la Voyager nacelles?) (don't hurt me)
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Offline headdie

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thanks :)

its certainly worth thinking about
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Offline Nyctaeus

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To be honest, I'm not sure about the chin. Without it, she was perfect a Capella-Era UEF cruiser. With it it's similar to nothing and lost her Fenris feel.
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Offline headdie

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I can understand that and currently the chin isn't a permanent fixture of the ship at this point with the old model lines still in place on the main hull.  The chin is currently there while I play with Ideas and I am already thinking about several variants using the same core hull with extra bits bolted on for different looks and function.
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Offline Enioch

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It might clash with the 'UEF' style, but have you considered Hecate-like vertical fins, instead of the chin? You know, like the ones the Hecate has in its own prow.
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Offline headdie

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I have thought about them and haven't ruled them out, again some areas of the hull are designed with this concept in mind
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Offline headdie

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New upload.  This weekend has been slow but I have tinkered a little with the model
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it looks very well-made, currently I can't really place the look of it in any known category, perhaps something of a long haul civilian transport comes to mind. Looking forward to see how this further evolves and how well textured it'll be.
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Offline headdie

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New upload.some more detail work near its fat bottom

it looks very well-made, currently I can't really place the look of it in any known category, perhaps something of a long haul civilian transport comes to mind. Looking forward to see how this further evolves and how well textured it'll be.

  ;) :p

edit:

new update I think I have the main hull detail close to done now though none of the detailing is permanent so if anyone wants to make a suggestion go ahead

the p3d now shows the detailed hull and the plain main hull
« Last Edit: July 13, 2013, 04:11:37 pm by headdie »
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Offline headdie

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 :bump:

New upload.[/url]Wow not dead yet :nervous:

ok so basically I am currently on a laptop with a cruddy little ATI R300 integrated graphics and while it *can* do 3D its like saying Jeremy Clarkson can race in a vintage Citroen, IE it can happen but expect things to break along the way.  for example trying to display the upload in p3d with the texture work I am trying to demonstrate crashes the driver so i dont even know if it's loaded properly.

Texturing as a whole is slow business as i hit problems like if i try to manipulate the view too much in blender in texture view with anything like a good chunk of the model loaded causes blender to break :rolleyes:  so I am experimenting with tile mapping and a few other ideas to try and get this thing textured before christmas.
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Offline pecenipicek

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that is a beautifully simplistic mesh there :)


also, the ribs on top of the front piece look like they have a good chunk of "way too many polies" on them.
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Offline headdie

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indeed, thanks for the spot on that one
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Offline Nyctaeus

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I really like asymetrical rotator :yes:
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I like your detail work very much, but I feel the ship to be unbalanced with those solar panels on the rotor. I like the idea of an asymmetrical shape, but maybe I'd try to keep equivalent masses at the rotor's sides.... anyway  :yes: !!

 

Offline headdie

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I like your detail work very much, but I feel the ship to be unbalanced with those solar panels on the rotor. I like the idea of an asymmetrical shape, but maybe I'd try to keep equivalent masses at the rotor's sides.... anyway  :yes: !!

there are several variations of the rotator one of which which i might show on the next upload with the antennas and the panels
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Offline Enioch

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Lovelovelove this. I especially appreciate the discreet beveling on nearly every 90 degree angle. Smoooooth shines incoming
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Offline headdie

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eeeeek 2 months!!!!!!

ahh, ok so the competition has passed and while i would have loved to have been in the running it was not to be sadly.  good luck to those who submitted in time though.

ach, well the Wayfarer is still an ongoing project but between different things I have lost momentum on it :( dont worry though now my Frankenstein rig seems to be holding up for the most part I am planning on going back to the wayfarer soon and perhaps some of my previous efforts to  :nervous:

in the mean time I want to introduce a 6-10 hour speed project of mine which I had a little inspiration for


meet the Vega class patrol/customs/security type ship thingy.  I see this as a small (94 meters long iirc in PCS2) combat ship designed to maintain order in the trade lanes, conduct customs patrols and generally be a nuance to pirates, smugglers and other space faring law breakers, deployed as a fast (both realspace and subspace) ship from a nearby GTVA base along with a wing of fighters, do it's work and return to base in a few hours or perhaps a couple of days on a long deployment. Envisaged armament would be a small green in the nose, an AFF on each side and blobs in the multiparts.  in its current form I would say it is too small for a true warship or even as a front line escort

the files below contain
Vega.pof
Vega.dae
Vega.obj
Vega.blend (2.49 version)
PNG and XCF versions of the texture files used to build the textures and the textures themselves.
used textures are - VegaMain.png VegatURRETS.png VegaDamage.png and basically consist of an AO bake

the POF contains detail0, damaged versions of the modeled engine subsystems and a debris1 of the forward hull.  no other lods included due to model being low polly

though untested if you were to create a table and deposit the files in the correct locations this ship should work as is.

All files are released under the terms of Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
http://www.mediafire.com/download/saesjxhybavvb7v/Vega.7z
http://www.mediafire.com/download/240k0eiir8migmd/Vega.zip
« Last Edit: October 31, 2013, 03:15:01 pm by headdie »
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Offline Black Wolf

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I don't have access to PCS2 right now, but p3d says that your gunship has 60600 polies? I mean, I loves me some gunship, but that's more than a little excessive and inefficient given the simplicity of the design. Apologies if you fixed that before releasing the pof though - as I said, I can't view it.

Anyway, with regards to the actual design, well, while I applaud your decision to go for the smaller end of the market (gunships are great for FREDders) I think you'll find it hard to texture without a little more mesh detail to build on. A few thousand polies worth of greebles and maybe some kind of an exposed bridge could probably be added to this model without funametally changing it very much. And for future models, I'd really reccomend some vertical element to the design, just to break away from that very basic, flat boxlike shape that allt he greebling in the world can't fix.

Still, 5 turrets, 94 m? Excatly the kind of ship I love to use in missions. More of these, please modders! :D
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Offline headdie

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yer p3d isnt being nice with it.
PCS2 reports
the hull is 3972 polys
sub objects are 28188 polys
total 32160 polys
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Offline An4ximandros

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The amount of wasted polygons in this model, IS TOO DARN HIGH! Just turning wire-frame on gives me nightmares... :shaking:

On a serious note: This has too many polygons. Just the turrets are outrageous, they use 50 or so quads to make the square at the bottom inside of the barrels...

Sorry to come off as a nasty person, but it really needs optimization.