Author Topic: Serapis [RELEASED]  (Read 7078 times)

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Offline The Dagger

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Release post:
Download from Mediafire
Corrected SerapisGlass-trans-shine:
Download from Mediafire



----------------------------------------------------------------------------------------------------------------
Original post:

Those who hang on IRC must have seen it already, but for those who don't, I'm working on the Serapis.



So, what do you think?
« Last Edit: November 05, 2013, 04:00:40 pm by The Dagger »

 
Me gusta :)
Just like your previous models

 

Offline Rodo

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Awesome engine detailing.
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Offline Kobrar44

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It looks as if it was.. badass!  :lol:
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Offline Luis Dias

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this game is getting more and more beautiful! Great modelling fu there, Dagger! :yes:

 

Offline fightermedic

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Offline Mongoose

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Those engine details are sexy as hell.  I always thought the original design looked pretty stupid with the squished-in cockpit area, but this flows way better already.

 

Offline Kolgena

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Those engine details are gorgeous.

Have you considered adding more detail to the bottom of the medial triplets of "wing guns"? The retail textures suggest some sort of exposed greebling that could be played with to look more interesting than the smooth plates and clean holes you have now.

Another nitpick/point to consider is that the leading edges of the wings could be more streamlined in both profile and their cross-section. While the retail serapis has no polies in it whatsoever, the shape of the front of the wings does give a lighter feel. Right now they look a tiny bit too clumsy on the WIPrather than sharp/sleek.
« Last Edit: October 19, 2013, 10:45:33 pm by Kolgena »

 

Offline AdmiralRalwood

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Holy ship; that is a sexy beast.
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Offline The Dagger

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I'm glad you liked it guys!  :)

Have you considered adding more detail to the bottom of the medial triplets of "wing guns"? The retail textures suggest some sort of exposed greebling that could be played with to look more interesting than the smooth plates and clean holes you have now.

I did try at first to put something there and the problem is that it breaks the flow. It looks odd to me, that's why I extended the plate section up to the front.

Another nitpick/point to consider is that the leading edges of the wings could be more streamlined in both profile and their cross-section. While the retail serapis has no polies in it whatsoever, the shape of the front of the wings does give a lighter feel. Right now they look a tiny bit too clumsy on the WIPrather than sharp/sleek.

I will see about this, cause the leading edge is indeed sharper in the original.

 

Offline Luis Dias

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"liked" is an understatement. When I turn on the poly to see the vertices I am mesmerized how every single vertice seems to be placed in the most efficient place ever to create the overall shape. Really impressed with it!

 

Offline The Dagger

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Well, I have to place my points wisely because those turbines have 2500 tris each (well... now they do, they had more than 8k tris at first). The model will sit around 20k tris, which is on the top of my budget.

 

Offline Kobrar44

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"liked" is an understatement. When I turn on the poly to see the vertices I am mesmerized how every single vertice seems to be placed in the most efficient place ever to create the overall shape. Really impressed with it!

TBH, the little tubes need to be nothing else than 6-sided simple tubes[5 would honestly do too]. In current shape they are quite an overkill, and the polycount is still not triangulated. I don't think you can even zoom enough in freespace to appreciate them. And, IMHO, they actually don't fit there and could be removed.
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Offline SypheDMar

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If it is within the threshold of a fighter in the current year, I don't care how many polygons it has so long as it looks good and is optimized reasonably well. Since I'm no modeler nor an expert on polycount limits, I trust FSU to decide on that. Right now the Serapis looks amazing.

 

Offline mjn.mixael

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"liked" is an understatement. When I turn on the poly to see the vertices I am mesmerized how every single vertice seems to be placed in the most efficient place ever to create the overall shape. Really impressed with it!

TBH, the little tubes need to be nothing else than 6-sided simple tubes[5 would honestly do too]. In current shape they are quite an overkill, and the polycount is still not triangulated. I don't think you can even zoom enough in freespace to appreciate them. And, IMHO, they actually don't fit there and could be removed.

Buzzkill... 6 sided tubes is overkill in the other direction. 5 is even worse. This is not The Daggar's first rodeo at making workable fighter models, so let's leave the modelling technique advice to the modelling people. As for whether or not they fit there.. well, you are certainly entitled to your opinion.

Additionally, I will add that extra detail that fits the poly budget is definitely welcomed by me for several reasons. Future proofing for one. Potential use in rendered cutscenes, anims or mainhalls is another.
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Offline Luis Dias

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Future proofing for one. Potential use in rendered cutscenes, anims or mainhalls is another.

Exactly. Do recall that Star Citizen ships allegedly run on over 300k polys.

 

Offline MatthTheGeek

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As someone who has looked at the actualy meshes, you can ditch the "allegedly" part :p
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Offline Luis Dias

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Ok, I was just trying to be precise in my testimony :)

 

Offline The Dagger

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I've updated the model with a cockpit, reduced the polycount and I'm UVmapping it... Should be ready for texturing next week or so.