Author Topic: GTCv Deimos  (Read 87318 times)

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Offline NGTM-1R

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I'd sort of prefer going back to the unbroken side armor belt of the original Deimos rather than keeping the segmented look the older hi-poly version had.  This would make it look more bricklike without actually changing the basic shape of the model. There any chance for that?
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Offline Hades

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The nameplate IS still in the same general area, on the thing between the two side turrets.

Quote
Also, the box art has the side/underbelly of the front as a flat surface. The MediaVP one has a series of 3 wedge shapes, yours is completely recessed. Where and how will that affect the placement of the weapons going there?
It won't affect it any differently than before.

I'd sort of prefer going back to the unbroken side armor belt of the original Deimos rather than keeping the segmented look the older hi-poly version had.  This would make it look more bricklike without actually changing the basic shape of the model. There any chance for that?
Probably, was planning on playing with that part after thinking about it some today.

EDIT: Actually, I honestly don't like brickships and I'd rather go with what looks best, so we'll see.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Trivial Psychic

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I'm reposting this here, since it was originally in the full thread and because its primary content isn't related to the split.

I do have another suggestion however, but it could be more of a can of worms... though less in terms of overt aesthetics.  My suggestion comes down to visual effects, borrowing a technique that so far I've only seen used on the Boadicea... subsystem debris.  When for example, a turret is destroyed on a normal ship, there's an explosion, some briefly rendered generic debris chunks that disappear almost immediately, and then you see the destroyed model of the turret (if one was included).  Including subsystem debris means that visible chunks of the destroyed submodel will be spawned from the explosion that actually look like they used to be part of it, and they won't disappear after a second or two.  The Boadicea used this so that chunks of the asteroid surface could be blown away.  The only thing that might need some source code additions would be to give enough outward momentum to the debris, as on the Boadicea they don't fly away at any great pace.  The drawbacks to using this (that I know of) are down to the number of polys... though a more informed modeler/coder might have more reasons to shoot down this suggestion.

RGA's reply:
One issue with debris is how it effects balance. Imagine that a ship has added debris for the cool factor, but it basically becomes giant shrapnel hurling through space and impacting other ships, significantly damaging them.

Subsystem debris is relatively small, but the potential is still there.
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Offline Droid803

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I'd avoid putting actual "bases" on the hull for the side turrets, seeing as the best way to handle them would be to have a table-side thing that vanishes them entirely. (Assuming this becomes possible at some point).

Then you can have extra turrets easily available through table editing that doesn't visually throw anyone off.
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Offline Luis Dias

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Apart from the technicalities, I find this model not so much better than the original as of yet. Perhaps if you try to think a little outside the "box" that the Deimos currently is... the major gripe I have with the current mediaVPS model is that it's "HTL'd" but not so much so, it still feels faceted. It still feels like a cheap CGI model from the nineties, quake 2 style.

This model simply takes that approach and smoothes it a little bit. Not enough of a change to get my emotions firing.

But please go on, it's a very entertaining endeavour, and always a challenge to be met.

 

Offline NGTM-1R

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Probably, was planning on playing with that part after thinking about it some today.

EDIT: Actually, I honestly don't like brickships and I'd rather go with what looks best, so we'll see.

The reason I'd prefer is that, basically, an unbroken armor belt gives a much greater impression of durability and power, whereas the segmented instead gives the impression that Terran ship designers are morons who introduce massive vulnerabilities into the design because they can. Since this is arguably the best entry in the field of Terran ship design in FS2, it doesn't really fit. If we were discussing the Hecate, I'd be all for making it look like it was designed by fools because it probably was.
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Offline Hades

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Apart from the technicalities, I find this model not so much better than the original as of yet. Perhaps if you try to think a little outside the "box" that the Deimos currently is... the major gripe I have with the current mediaVPS model is that it's "HTL'd" but not so much so, it still feels faceted. It still feels like a cheap CGI model from the nineties, quake 2 style.

This model simply takes that approach and smoothes it a little bit. Not enough of a change to get my emotions firing.

But please go on, it's a very entertaining endeavour, and always a challenge to be met.
Yeah, many people have been telling me to just smooth it over instead of adding detail (greeble, etc) which I'll probably be ignoring. Well said.

The reason I'd prefer is that, basically, an unbroken armor belt gives a much greater impression of durability and power, whereas the segmented instead gives the impression that Terran ship designers are morons who introduce massive vulnerabilities into the design because they can. Since this is arguably the best entry in the field of Terran ship design in FS2, it doesn't really fit.
I see, will try something out.

Quote
If we were discussing the Hecate, I'd be all for making it look like it was designed by fools because it probably was.
*high-five*
« Last Edit: January 28, 2011, 07:23:58 am by Hades »
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Hades

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redid the middle section, still more work needed on this part. will redo the nose too.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Col. Fishguts

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You might consider going all out on the horizontal "trench" thing along the side. The :v: model had the tiling lights texture applied there, which you don't necessarily have to follow. It might look much better (and give it a proper sense of scale) with more random greebles. And by that I mean functional looking geometry with irregular rows of windows sprinkled in.
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Offline Sololop

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I eagerly await the final product  :yes:

 

Offline Cobra

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Can you put the images on imageshack or somewhere that the library internet doesn't block please?
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Offline Hades

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Still not sure about the middle segment, but I think it came out better this time. Nose needs some work too. Thoughts/suggestions for the nose or the middle part?
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline MatthTheGeek

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Maybe a little too smooth, especially the nose, but that's a huge nitpick. Looks very good so far.
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Offline Luis Dias

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The forward vertical egg (the forwardest shape) could extend a little to the bottom, perhaps finish in a smooth way.

Idk, it seems awkward for the whole shape to be as if cut through with a knife at the bottom.

Perhaps not a good idea?

Anyways, good luck. It's getting better.

 

Offline Kolgena

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You haven't added in the front thruster and the beam turret mounts, so it's hard to say how the nose flows with the rest of the ship. Right now, it looks very good. However, I personally would favor a flatter (more angular?), less bulbous approach to the nose, or even something to break up the large smooth surface.

All the other parts look great.

 

Offline General Battuta

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Offline Kolgena

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Man, that's a forced simile.

 

Offline Hades

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I do need to still add some details to the nose, and some other stuff. Thoughts?
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Mars

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I would suggest some detail work on the windows section.

 

Offline Hades

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Oh I am going to do that, I just need to think of what it should look like for now, docking port and side turrets
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL