Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: BrotherBryon on October 31, 2008, 09:07:07 pm

Title: GTM Hippocrates WIP
Post by: BrotherBryon on October 31, 2008, 09:07:07 pm
Sitting at just a little over 8000 pollys right now.
Suggestions, thoughts?

(http://img510.imageshack.us/img510/5025/frigate2t01pic1eb9.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-10-31

(http://img510.imageshack.us/img510/4654/frigate2t01pic2bg3.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-10-31

(http://img510.imageshack.us/img510/3348/frigate2t01pic4bx7.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-10-31

(http://img510.imageshack.us/img510/6997/frigate2t01pic3iw0.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-10-31
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on October 31, 2008, 09:11:15 pm
Nice :yes:
I like what you did with the connecting spars.
Kinda looks (more) like the Nebulon-B frigate now.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on October 31, 2008, 09:30:46 pm
For the most part, it's really really nice! The big vertical brace on the front, though, needs an overhaul.

I'd suggest making the edges of that section open girders with cross-bracing, then having elevator tubes, ducts, and other mechanical paraphernalia inside. Sorta like I did with the Faustus, where the head joins the neck.
Title: Re: GTM Hippocrates WIP
Post by: Zacam on October 31, 2008, 11:49:35 pm
Sweet jimminy cricket, that is hot.
Title: Re: GTM Hippocrates WIP
Post by: Hades on November 01, 2008, 12:42:10 am
I'm speechless.

So I'll tell you that it's very good.
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 01, 2008, 12:55:39 am
Would you mind telling me how the hell you get the edges flat like that in sketchup, so I can do my HTL Shaitan?  :rolleyes:
Title: Re: GTM Hippocrates WIP
Post by: Capt_Thunder on November 01, 2008, 05:24:50 pm
Well done. It's beautiful. Architecturally marvelous. kudos also on choosing what may be considered a minor ship to upgrade. Most persons would have chosen the ship with the biggest guns or their favorite fighter. Could you post the others you have done? I would love to see them.
However I do have one thought, and correct me if I am wrong. But from  practical point of view. A medical base or camp in times or war never has enough beds or supplies. Especially if the battle is is going bad. But there is only so much you can prepare for. With that in mind. Would it be possible to upgrade a transport ship to perform dual functions. To transport goods and personnel under normal circumstances, but can docked with the GTM Hippocrates, cleared out, beds be placed in and make an extra ward.
No one likes hospitals. So this kind of talk would scare most people. But it is something you have to do in  times of war.
Title: Re: GTM Hippocrates WIP
Post by: Goober5000 on November 01, 2008, 08:05:42 pm
Would it be possible to upgrade a transport ship to perform dual functions. To transport goods and personnel under normal circumstances, but can docked with the GTM Hippocrates, cleared out, beds be placed in and make an extra ward.
(http://www.wild666.freeserve.co.uk/MedTransp1.jpg) (http://www.wild666.freeserve.co.uk/Mainpage.htm)
Title: Re: GTM Hippocrates WIP
Post by: Retsof on November 01, 2008, 08:14:32 pm
For some reason I find that rather comical.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 01, 2008, 08:14:47 pm
There's also the Medical Faustus for medial research, and the Medical Chronos for carrying medicines and liver transplants.
Title: Re: GTM Hippocrates WIP
Post by: Mars on November 01, 2008, 10:31:05 pm
I think they can probably grow new livers in 2364
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 01, 2008, 10:36:30 pm
I was talking about 2335 - they don't use Chronos anymore in 2367.
And the liver was meant as a joke.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 02, 2008, 02:22:09 am
For the most part, it's really really nice! The big vertical brace on the front, though, needs an overhaul.

I'd suggest making the edges of that section open girders with cross-bracing, then having elevator tubes, ducts, and other mechanical paraphernalia inside. Sorta like I did with the Faustus, where the head joins the neck.

I like that idea, I'll play around with it and see what I can come up with. That part of the ship was bugging me a bit.

@Hellstryker, What do you mean exactly about the edges. I've been playing around with sketch up for well over a year now and If I have some how stumbled across something that can be helpful to you I'll gladly share it.

@Capt Thunder, I really haven't done all that much game wise, this and the Poseidon are the only ones so far and neither one of them is near completion.  I still need help from a texture artist and some one experienced at moving models from development to game. I've posted a few other models while learning how to use sketch up in the fan fiction and art boards. I sadly lost most of those when I lost the drive they were on a few months back.

Seriously begins to think that Goober knows about everything that pertains to Freespace, even things nobody would have thought of before.
Title: Re: GTM Hippocrates WIP
Post by: Mobius on November 02, 2008, 02:39:03 am
I was talking about 2335 - they don't use Chronos anymore in 2367.
And the liver was meant as a joke.

They're used in training modules as "Advanced Amazons", though.
Title: Re: GTM Hippocrates WIP
Post by: Snail on November 02, 2008, 05:21:27 am
They're used in training modules as "Advanced Amazons", though.
Advanced Amazons were also included in FS1.

The only difference is they have no turret and have a slightly different skin...
Title: Re: GTM Hippocrates WIP
Post by: Mobius on November 02, 2008, 05:24:51 am
I don't understand why they're called "Advanced Amazons", though. They should have been better fighter drones or something.
Title: Re: GTM Hippocrates WIP
Post by: Snail on November 02, 2008, 05:29:34 am
I don't understand why they're called "Advanced Amazons", though. They should have been better fighter drones or something.
*shrug*

We're off-topic anyway.


Which is better, this Hippo or Axem's?
Title: Re: GTM Hippocrates WIP
Post by: Mobius on November 02, 2008, 05:35:23 am
Link to Axem's?

I fail to understand while people create alternate versions of the same HTL models while MANY retail ships remain low-poly... :blah:
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 02, 2008, 06:07:58 am
@Hellstryker, What do you mean exactly about the edges. I've been playing around with sketch up for well over a year now and If I have some how stumbled across something that can be helpful to you I'll gladly share it.

(http://i209.photobucket.com/albums/bb317/Tyrkeyz/Shaitan.png)

All those little lines that look like simple triangulation are actually holding the model together  :rolleyes:
Title: Re: GTM Hippocrates WIP
Post by: Raven2001 on November 02, 2008, 09:54:49 am
Great job overall :)

Only thing that bugs me is the upper neck... I'm not enjoying it being cylindrical. Other than that, its all in the right track IMO
Title: Re: GTM Hippocrates WIP
Post by: shiv on November 02, 2008, 10:29:19 am
Whoaa! It's perfect! :yes:
Title: Re: GTM Hippocrates WIP
Post by: Axem on November 02, 2008, 10:41:50 am
Link to Axem's?

I fail to understand while people create alternate versions of the same HTL models while MANY retail ships remain low-poly... :blah:


Yes link to Axem's please. I don't think I've seen that one before.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 02, 2008, 11:01:24 am
I only ever recall Axem having made an HTL Charybdis
Title: Re: GTM Hippocrates WIP
Post by: Raven2001 on November 02, 2008, 11:09:56 am
Is that one finished by the way?
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 02, 2008, 11:12:28 am
I don't think its skinned, but IIRC the model was completed.
Title: Re: GTM Hippocrates WIP
Post by: Axem on November 02, 2008, 12:07:32 pm
Indeed, the model's done and released to anyone who wanted to finish it.

If you want me to do it, I'll probably go "Ew." And try to remodel it. :p
Title: Re: GTM Hippocrates WIP
Post by: Hades on November 02, 2008, 08:08:47 pm
Indeed, the model's done and released to anyone who wanted to finish it.

If you want me to do it, I'll probably go "Ew." And try to remodel it. :p
I want you to do it then. :P
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 04, 2008, 12:03:18 am
For the most part, it's really really nice! The big vertical brace on the front, though, needs an overhaul.

I'd suggest making the edges of that section open girders with cross-bracing, then having elevator tubes, ducts, and other mechanical paraphernalia inside. Sorta like I did with the Faustus, where the head joins the neck.

Something like this?

(http://img440.imageshack.us/img440/488/frigate2t01pic5ex6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-03

Link to Axem's?

I fail to understand while people create alternate versions of the same HTL models while MANY retail ships remain low-poly... :blah:


The only other HTL Hippocrates I remember was started by Stratcomm a couple of years ago. Unless I'm mistaken I don't think he ever got very far with it.

Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 04, 2008, 01:34:31 am
Will you please answer my question...
Title: Re: GTM Hippocrates WIP
Post by: FreeSpaceFreak on November 04, 2008, 03:21:29 am
Hey, I really love this one. Only, I too think that the top bar shouldn't be cylindrical.
Oh, and are the holes in the brace big enough to fly a Ulysses through? :D
Title: Re: GTM Hippocrates WIP
Post by: Zacam on November 04, 2008, 10:23:52 am
From a structural point of view, cylindrical makes more sense. I rathe like that it's just a liitl bit different.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 04, 2008, 11:08:16 am
Something like this?

[snip]

The technique is excellent... although, could you get the outside shape closer to the original geometry?


Quote
The only other HTL Hippocrates I remember was started by Stratcomm a couple of years ago. Unless I'm mistaken I don't think he ever got very far with it.

:nod: He really didn't get far with it at all, just a few blocky bits here and there.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 04, 2008, 10:08:19 pm
Will you please answer my question...
Sorry I needed to think about it for a little while. I think the thing I do the most is to carefully measure out of the length of my lines. Most the lines I draw run parallel to an axis (That's a big help). Its important that corresponding sides have the exact same length and are positioned at the exact same angle (Down to the centimeter) or you will need to use a diagonal to get a face. For larger sections I will often start with generic shape such as cube, carefully measure out the sections I want to keep and then delete the excess. Much as you would if you were working with a block of modeling clay. Hope this helps, if I get some time later maybe I can put a few photos together outlining the process.

From a structural point of view, cylindrical makes more sense. I rathe like that it's just a liitl bit different.

I agree and that is why I went with this route. Once I get the rest squared away I may make a rectangular version as well and then put it up to vote.

Oh, and are the holes in the brace big enough to fly a Ulysses through? :D

Sadly no, and they would look kind of funny if I did make them big enough.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 05, 2008, 09:36:31 pm
Ok, I got the structure close to the original shape. Now the question is how much of it do I leave cut away or in other words how much do I make solid? So far I've the entire central pylon solid but the rest all open.
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on November 05, 2008, 09:56:58 pm
Not sure if it'll be of any use, but I've always really loved the side on concept art for the hippocrates. :)

(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Concepts/HippocratesConcept.jpg)

Any chance you could try reshaping it to more closely follow that outline? Anyway, nice work so far. :)

As for the girder section - that's up to you really. As long as it looks like you'd be able to transport patients from one section to another it should be fine.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 06, 2008, 12:20:12 pm
How about a large armored panel on one side and exposed on the other.

(http://img366.imageshack.us/img366/628/frigate2t01pic6om1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-06

I like the concept art but it would require a lot of work to make it look more like that now. I really like the head design, why didn't Violition go that way in the first place. After this one is done perhaps I can make a B variant resembling the concept art.
Title: Re: GTM Hippocrates WIP
Post by: Titan on November 06, 2008, 03:13:35 pm
sure, let people decide. Problem with the concepts, many of them are too curvy to be any use.  :sigh:
Title: Re: GTM Hippocrates WIP
Post by: Raven2001 on November 06, 2008, 03:43:09 pm
I like the panel thingy, you can try attaching it to both heads, and It would also look more interesting if it didn't follow so closely the exposed side
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 06, 2008, 03:47:43 pm
Can we see it without that panel?
Title: Re: GTM Hippocrates WIP
Post by: Zacam on November 06, 2008, 05:49:55 pm
Galemp: Scroll up to reply 27.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 06, 2008, 06:08:57 pm
No, that was a different shape.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 06, 2008, 06:40:19 pm
Rather than remove the panel I just hid the faces. You can still see the out line of it but now you can see the structure underneath. I plan on adding more struts to the back and front portions, just didn't want to spend all the time doing it only to scrap it if no one liked it.

(http://img240.imageshack.us/img240/7646/frigate2t01pic7hu4.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-06
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 06, 2008, 06:44:27 pm
me likes like that.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 06, 2008, 06:59:59 pm
Very nice!
Title: Re: GTM Hippocrates WIP
Post by: TrashMan on November 07, 2008, 04:41:52 am
me likes like that.

Me doesn't

Too much griders and the ships stop looking solid and ends up looking more like a unfinished construction project. I prefer it to be closer to hte original - solid armored block, but with interesting greebling stuff.
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 07, 2008, 07:38:55 am
me likes like that.

Me doesn't

Too much griders and the ships stop looking solid and ends up looking more like a unfinished construction project. I prefer it to be closer to hte original - solid armored block, but with interesting greebling stuff.

For once trash, I kind of agree
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 07, 2008, 04:40:18 pm
Maybe a few small blob turrets for blowing away the stray asteroid.

So lose the armor panel or just reshape it?
Make smaller panels covering a few critical systems in the superstructure but leave the rest exposed?
Make it all solid?

Keep in mind this is a medical ship not meant to be on the front lines so It should look relatively weak. At the first sign of trouble the ships captain's first instinct should be to run.

Title: Re: GTM Hippocrates WIP
Post by: Mobius on November 07, 2008, 04:42:16 pm
I think most parts of the ships should be exposed. Even armored plating should show up a few lights, IMO.
Title: Re: GTM Hippocrates WIP
Post by: Black Wolf on November 08, 2008, 07:26:54 am
Overall, I'm a a fan, though I think perhaps I wouldn't have gone with cylindrical connectors on the long axis. I guess I can kinda see why you did it, but the concept art makes it pretty clear that these are supposed to be squared off. Moreover, I think they kind of make it look a little small - like those areas are single man sized corridors rather than big thick connectors they are on a seven hundred metre long ship.

The engines are nice though, and the greebling overall seems appropriate. I particularly like the second version of the front brace - the central column it has now makes logical sense and gives it a look of solidity and strength, like a proper structural support (and I know, that'd be largely useless in space, but the aesthetics are, I think, important).
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 08, 2008, 10:38:18 am
Overall, I'm a a fan, though I think perhaps I wouldn't have gone with cylindrical connectors on the long axis. I guess I can kinda see why you did it, but the concept art makes it pretty clear that these are supposed to be squared off. Moreover, I think they kind of make it look a little small - like those areas are single man sized corridors rather than big thick connectors they are on a seven hundred metre long ship.

I have to disagree. If they were just tubes, you might be right, but with the bracing on each end I think it looks really great. It reminds me of old NASA concept art of space stations.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 09, 2008, 01:40:40 am
I have to disagree. If they were just tubes, you might be right, but with the bracing on each end I think it looks really great. It reminds me of old NASA concept art of space stations.

Your right, I think I kind of had that theme running in the back of my mind when I did those sections. Any way I don't think I've shown it from this angle. You can see how it connects to the head better.

(http://img84.imageshack.us/img84/1345/frigate2t01pic8ro9.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-08

Damn how the hell do you type so well when you are drunk Colonol. I had to double check everything?
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on November 09, 2008, 07:28:54 am
This thread is for discussion of BrotherBryons WIPs rather than the role of the thing in a battle or why it has big guns etc. ;) Thread split and the other bit moved to general.

As for the cylinders, hey can you try adding some smaller pipe details around the outside faces running in parallel to the main tubes? I think that'd look pretty nice.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 09, 2008, 09:13:50 am
As for the cylinders, hey can you try adding some smaller pipe details around the outside faces running in parallel to the main tubes? I think that'd look pretty nice.

Something like this?

(http://img379.imageshack.us/img379/4494/frigate2t01pic9xv4.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-09

Oh and the smaller tubes are large enough for a couple of people to walk through side by side.

Just out of curiosity what would be the polly budget for a ship this size. The additional tubes and struts pushed the current polly count well over 9000.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 09, 2008, 11:37:42 am
The additional tubes and struts pushed the current polly count well over 9000.

(http://www.thelawnsrealm.com/images/90002.PNG)






/sorry
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 09, 2008, 11:42:22 am
As for the cylinders, hey can you try adding some smaller pipe details around the outside faces running in parallel to the main tubes? I think that'd look pretty nice.

Something like this?

*SNIP*

Oh and the smaller tubes are large enough for a couple of people to walk through side by side.

Just out of curiosity what would be the polly budget for a ship this size. The additional tubes and struts pushed the current polly count well over 9000.

That looks good, just needs a few braces holding the main one and the side ones together :P
Title: Re: GTM Hippocrates WIP
Post by: TrashMan on November 10, 2008, 06:47:38 am
I have to disagree. If they were just tubes, you might be right, but with the bracing on each end I think it looks really great. It reminds me of old NASA concept art of space stations.

I would have hoped space engineering would have advanced in 200 years. Having a ship made out of tubes and griders..it make it look REALLY old in FS terms. Like, pre- Great War.


I like the front, I like the end and the lower tube.

The upper tube not so much, but it's OK, the frontal connector grider thingy not at all.
Title: Re: GTM Hippocrates WIP
Post by: Colonol Dekker on November 10, 2008, 06:58:35 am
[qu

Damn how the hell do you type so well when you are drunk Colonol. I had to double check everything?


Eh, where?

 :confused:
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 11, 2008, 05:06:35 pm
Eh, where?
 :confused:

Sorry I was drunk when I posted that, it was a bad joke. It has been a while but I've seen you make a few drunken post. Those were well over a year ago though and I can't remember any specific examples.

Any way I've made more of the support arm solid and redesigned the armored plate. I'm still playing around with support struts for the smaller tubes running parallel to the main one but haven't liked anything yet.
Title: Re: GTM Hippocrates WIP
Post by: Cobra on November 12, 2008, 12:40:00 am
Well, for the small tubes, maybe you could make little access ports or control panels on the side, or maybe locking mechanism things.
Title: Re: GTM Hippocrates WIP
Post by: Colonol Dekker on November 12, 2008, 06:38:21 am
Greebles on the Hippocrates? I might have a go as well. :)
Title: Re: GTM Hippocrates WIP
Post by: lostllama on November 12, 2008, 07:13:14 am
Well, for the small tubes, maybe you could make little access ports or control panels on the side, or maybe locking mechanism things.

Yeah, and maybe widen some sections of those tubes a little perhaps? You could give the impression of further 'reinforcement' or extra rooms/airlocks.

I like the progress so far.
Title: Re: GTM Hippocrates WIP
Post by: FreeSpaceFreak on November 12, 2008, 08:53:12 am
Don't forget the polycount; normal maps can do a lot of greebling as well, no?
Title: Re: GTM Hippocrates WIP
Post by: Colonol Dekker on November 12, 2008, 09:22:52 am
Good point. :D
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 19, 2008, 09:55:11 pm
Since so many of you didn't like the main neck being cylindrical, I now present a more squared off design. If more people like it this way
I will detail it further.

Thoughts?

(http://img407.imageshack.us/img407/7272/frigate2t01pic10xm1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-19
Title: Re: GTM Hippocrates WIP
Post by: blowfish on November 19, 2008, 09:55:40 pm
I like it that way :)
Title: Re: GTM Hippocrates WIP
Post by: Col. Fishguts on November 20, 2008, 02:29:12 am
Yup, looks better this way :yes:
Title: Re: GTM Hippocrates WIP
Post by: Rodo on November 20, 2008, 05:29:56 am
It looks better  :)
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 20, 2008, 07:37:39 am
Why did you add that odd looking panel back on to it? Either make it fragile or not, it just doesn't look good that way.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 20, 2008, 08:29:29 am
hm! I like it better the old way.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 20, 2008, 05:05:40 pm
I'm neutral. This looks slightly worse than the cylinder, but if it satisfies more people...whatever.
Title: Re: GTM Hippocrates WIP
Post by: IceFire on November 20, 2008, 05:10:46 pm
Since so many of you didn't like the main neck being cylindrical, I now present a more squared off design. If more people like it this way
I will detail it further.

Thoughts?

(http://img407.imageshack.us/img407/7272/frigate2t01pic10xm1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-19
Looks brilliant!  I think the squared off look is more appropriate given the rest of the design of the ship which is very squared off everywhere.  Having the cylindrical part looked a bit off from my eye...not a big deal either way but that looks better in my opinion.

Between watching this thread and am very impressed with the love that this ship is getting.  Its not the most important vessel in combat terms but it gets allot of use.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 20, 2008, 11:15:23 pm
I never removed the panel earlier I just hid it. I removed it now and started detailing the new neck. I was having a devil of a time trying to make the struts for the cylindrical one and figured now would be a good time to try a more rectangular shape. What should be the poly budget for this thing? I'm approaching 12,000 as it sits now. I'm going to reduce the number of sides on some of the tubes to try to cut that down.

(http://img265.imageshack.us/img265/1125/frigate2t01pic11ay8.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-11-20
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on November 20, 2008, 11:33:11 pm
it looks a lot better from this side :nod:
Title: Re: GTM Hippocrates WIP
Post by: Cobra on November 20, 2008, 11:36:24 pm
Damn, son, if that ain't gorgeous.
Title: Re: GTM Hippocrates WIP
Post by: phreak on November 21, 2008, 01:13:28 am
I think the little tubes on the side should stay, but whoever converts them needs to put them in a detail box.
Title: Re: GTM Hippocrates WIP
Post by: blowfish on November 21, 2008, 01:15:09 am
Make sure the tubes don't have more than six sides, or eight at most.  They look like they would eat up a lot of polies.
Title: Re: GTM Hippocrates WIP
Post by: FreeSpaceFreak on November 21, 2008, 01:31:12 am
:yes: Keep it coming, brother!
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on November 21, 2008, 02:43:38 am
Make sure the tubes don't have more than six sides, or eight at most.  They look like they would eat up a lot of polies.

The ones on the sides are 8 sided and to reduce that much more will make them look less like tubes and more like girders. The ones on the top and bottom are 10 sided and I plan on reducing them to 8 as well. I'm thinking of reducing the small neck to 12 sides from the 16 it is now. Same thing with the large tubes in the brace. I was actually thinking of blocking those sections in and getting rid of the vertical tubes them maybe adding some smaller tubes in the upper strut work. I can probably reduce the sides in the thruster as well. They are 16 sided and would most likely still look good 12 or even 10 sided. 
Title: Re: GTM Hippocrates WIP
Post by: Raven2001 on November 21, 2008, 04:03:56 am
The new neck looks much better :)
Title: Re: GTM Hippocrates WIP
Post by: Galemp on November 21, 2008, 03:21:37 pm
The neck reminds me of the Hades...
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on November 21, 2008, 03:23:07 pm
The neck reminds me of the Hades...

The conspiracy lives on... within the design of medical ships  :p
Title: Re: GTM Hippocrates WIP
Post by: Black Wolf on November 23, 2008, 11:37:15 pm
I was unconvinced until I saw the second picture of the neck, but now I'm a fan :yes:
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 03, 2008, 09:33:59 pm
Ok I got the polly count back down under 11,500. Should I continue to add more detail or would it be a waste of pollies at this point? The new neck does seem to make the rest of the ship look a little under detailed by comparison.
Title: Re: GTM Hippocrates WIP
Post by: blowfish on December 03, 2008, 09:36:07 pm
I assume that 11500 is untriangulated...  That would put the triangulated polycount around 25000...

Still, if there are areas that are glaringly underdetailed, go ahead and add some detail to them...
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 03, 2008, 09:42:49 pm
I assume that 11500 is untriangulated...  That would put the triangulated polycount around 25000...

Still, if there are areas that are glaringly underdetailed, go ahead and add some detail to them...

No that is by taking the face count in Sketch-Up and multiplying it by 3 to get a rough estimate.
Title: Re: GTM Hippocrates WIP
Post by: blowfish on December 03, 2008, 09:44:37 pm
Ah ... so then I guess you have some more room for extra detail.  And for the record, I think 2.5 is a little more accurate...
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 03, 2008, 09:58:19 pm
Even with all the tubing? I figured it would play havoc with the number of pollies in the connecting faces so used the larger number to get the estimate. But by that estimate its sitting around 10,000 pollies then.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 18, 2008, 12:51:21 pm
Is this thing starting to be too much of a departure from the original model or have I kept it close enough?

***Minor Update: Reworked several sections that didn't feel quite right and added some details***
(http://img139.imageshack.us/img139/9687/frigate2t01pic12lv2.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-12-18

(http://img139.imageshack.us/img139/5715/frigate2t01pic13ls0.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-12-18



Title: Re: GTM Hippocrates WIP
Post by: FreeSpaceFreak on December 18, 2008, 01:08:09 pm
No, it's good. It's got the real functional feel. :yes:
Title: Re: GTM Hippocrates WIP
Post by: TrashMan on December 18, 2008, 01:11:16 pm
I like everything..except that gridery front connector. Looks too flimsy IMHO.
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on December 18, 2008, 02:05:56 pm
I like everything..except that gridery front connector. Looks too flimsy IMHO.

The thing that bothers me about it is the shape. But changing it wouldn't be true to the original design.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on December 18, 2008, 03:02:49 pm
I like everything..except that gridery front connector. Looks too flimsy IMHO.

I really like it... but bracing it a bit more at the bottom would help make it look less flimsy. Like, have it bracket the roof or floor of that lower pod, instead of just the side.
Title: Re: GTM Hippocrates WIP
Post by: StarSlayer on December 18, 2008, 03:16:27 pm
I like it a lot, it looks "functional" which is something I felt many of the FS2 Terran designs lost compared to their FS1 forefathers.
Title: Re: GTM Hippocrates WIP
Post by: Titan on December 18, 2008, 03:46:59 pm
yeah. the deimos always gave me the shivers whenever i saw it next to an orion or fenris....
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on December 18, 2008, 05:31:45 pm
Looks good to me.
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on December 18, 2008, 05:57:19 pm
Loverly. :) The curves in the engine section are especially good. :yes:
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 18, 2008, 10:30:12 pm
I like everything..except that gridery front connector. Looks too flimsy IMHO.

I really like it... but bracing it a bit more at the bottom would help make it look less flimsy. Like, have it bracket the roof or floor of that lower pod, instead of just the side.

Something like this. Oh and I finally figured out how to do pipe elbows.
(http://img355.imageshack.us/img355/7865/frigate2t01pic14vo1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-12-18

Adding some stuff in between the girders in the upper part might help with the flimsy look as well. I'll play around with it and see if I can find anything I like. Any suggestions are welcome.

Loverly. :) The curves in the engine section are especially good. :yes:
Thanks, Those were actually the first major items I did just to see if the rest of the ship would be feasible or not.
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on December 20, 2008, 06:08:31 pm
At first glance, I can tell exactly what ship this is. So your good with what you have done to date! In my opinion, you have taken the basic shape of the original, refined what you felt was needed and made it much better than it ever was! So don't beat yourself up too much!  :yes:

Title: Re: GTM Hippocrates WIP
Post by: eliex on December 20, 2008, 08:01:45 pm
I love it. The model looks so much better than the original. Nice work!  :yes:
Title: Re: GTM Hippocrates WIP
Post by: Mongoose on December 20, 2008, 11:23:52 pm
What amazes me most is that you took the least-detailed, let's-glue-building-blocks-together retail model and turned it into a greebled masterpiece. :)
Title: Re: GTM Hippocrates WIP
Post by: Gregster2k on December 20, 2008, 11:33:25 pm
Lose the pipes. (http://www.hard-light.net/wiki/index.php/Hippocrates#FS2_Tech_Room_Description)  The Hippocrates is designed for sealable ship sections (compartmentalization); the unbroken, straight pipes lining the hull do not make any sense in this context.  And what if an asteroid hits those pipes?

The original Hippocrates looked rugged, a true "military hospital ship."  This thing looks like a death trap; like it's been turned inside out, innards where armor should be.  Greebling is not acceptable if it doesn't make any sense.
Title: Re: GTM Hippocrates WIP
Post by: Flaser on December 21, 2008, 12:15:30 am
I once again have to kindly disagree.

Looks like people once again can not distinguish between damage tolerance and damage endurance.
The Hippo is a damage tolerant design - all those easy to replace and non-essential support systems make it capable of taking a lot of damage.

If you heavily armored it, it would need a lot bigger engines, would have a lot less space for medical stuff and wouldn't be so effective as a mobile hospital.

As is, it *will* get hurt in a fight. However it will only be *hurt*, not *crippled*. Granted all that blown away superstructure will be hard on the eyes, but it has more than enough redundancy to still be operational...

getting rid of all the big and heavy support beams and girders that a heavy armor and a huge engine block would have required makes it possible to make the ship fast and cheap.

Just because the frame and superstructure of the ship is less armored doesn't mean, that the parts actually housing the patients aren't. In fact, that's where all the any real armor is on the ship and it's a lot thicker than what you find on some cruisers.

....

Bottom Line: Leave the ship as is. You can't please everyone, and so far many people liked this design.
Title: Re: GTM Hippocrates WIP
Post by: Gregster2k on December 21, 2008, 12:32:48 am
The ship is very well done overall.  On review of the images I retract my "death trap" statement as non-constructive and premature. 

Flaser, I like your points there but you didn't address my main one.  This ship is supposed to have compartmentalized design - the ability to isolate sections at a moment's notice.  That's your "damage tolerance."  A single, long pipe running the entire length of the neck - even as a structural support of some kind - is not damage-tolerant design.  The slightest damage to any portion of the pipe could destroy the whole thing.  Any redundancy that the pipes may have had is negated by their close spacing - a direct hit to one pipe is likely to splash unto the others, especially if the attack is a bomb, missile, or asteroid impact.

One way to make them appear damage tolerant is to have the pipes repeatedly enter and exit the neck in distinct sections.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on December 21, 2008, 12:35:15 am
Well, the neck definitely has compartmentalized sections.
Title: Re: GTM Hippocrates WIP
Post by: Gregster2k on December 21, 2008, 12:57:21 am
Well, the neck definitely has compartmentalized sections.
Yeah, I was just saying that the pipes lining it aren't divided into any sections at all (except the ones on the top).  If these pipes are power conduits, it'd make some sense.  But then there's the curvy ones on the forward scaffolding-like section.

I just have a pet peeve against exposed pipes in slow-moving spaceships.  Hell I have problems with it on Babylon 5 (although now I'm getting ridiculous, I never thought twice about Star Trek's transparent steel windows).  I am gonna miss the Hippo's windows, though.  Overall, great model, especially considering the program used.  BrotherBryon's SketchUp skills are fantastic.

and i really, really, really need to get some damn sleep
Title: Re: GTM Hippocrates WIP
Post by: castor on December 21, 2008, 05:22:51 am
Those pipes could be a transport system for passing medical items between the sections, or part of a waste processing system :)
Non critical, and as an external construct they can be fixed rapidly if broken (easy access, room to operate).
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on December 21, 2008, 05:52:37 am
Realism and aesthetics tend to be all too often mutually exclusive. Of course exposed pipes are never going to become a serious design element in real ships for obvious protection and repairability reasons, but they are excellent at providing functional looking detail to a ships surface. Extrusions and indentations will only get you so far in terms of perceived detail, and antennas and the like only work in specific areas. Pipes are a crucial all purpose middle ground that can make other simpler greebles look so much better. ;)

As this as a game, good aesthetics take a much higher priority than propper realism, and here pipes definitely looks much better than no pipes.
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on December 21, 2008, 06:22:20 am
Realism and aesthetics tend to be all too often mutually exclusive. Of course exposed pipes are never going to become a serious design element in real ships for obvious protection and repairability reasons, but they are excellent at providing functional looking detail to a ships surface. Extrusions and indentations will only get you so far in terms of perceived detail, and antennas and the like only work in specific areas. Pipes are a crucial all purpose middle ground that can make other simpler greebles look so much better. ;)

As this as a game, good aesthetics take a much higher priority than propper realism, and here pipes definitely looks much better than no pipes.

It did my heart really good to hear someone say that.
Title: Re: GTM Hippocrates WIP
Post by: Goober5000 on December 21, 2008, 02:09:03 pm
Of course exposed pipes are never going to become a serious design element in real ships for obvious protection and repairability reasons
O (http://upload.wikimedia.org/wikipedia/commons/d/d1/ISS_after_STS-120_in_November_2007.jpg) RLY (http://upload.wikimedia.org/wikipedia/commons/f/f1/STS-115_EVA_2_on_Day_5.jpg)?

I'd say that maintenance and repairability is a major reason why they ARE accessible. :D
Title: Re: GTM Hippocrates WIP
Post by: Snail on December 21, 2008, 02:35:24 pm
Thing is, no one is shooting tactical nukes and subluminal lasers at the international space station.
Title: Re: GTM Hippocrates WIP
Post by: Aardwolf on December 21, 2008, 02:47:28 pm
Hm... subluminal lasers. I'll have to remember that.
Title: Re: GTM Hippocrates WIP
Post by: Snail on December 21, 2008, 02:51:21 pm
Hm... subluminal lasers. I'll have to remember that.
What else would you call them?
Title: Re: GTM Hippocrates WIP
Post by: Galemp on December 21, 2008, 04:01:07 pm
Plasma Pulses?
Title: Re: GTM Hippocrates WIP
Post by: Mongoose on December 21, 2008, 06:21:34 pm
Thing is, no one is shooting tactical nukes and subluminal lasers at the international space station.
So far as you know.

>_>  <_<
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on December 21, 2008, 06:58:45 pm
If I were designing a real ship that might encounter hostile forces, I'd have all pipes and stuff behind the armour belt, in an internal 0 atmosphere, human accessible maintainance area, external to the life support areas. That way it's not going to rip the entire craft's life support areas apart if it fails (ie, think fuel/plasma line bursting inside the habitable areas vs outside), but it's also not going to be destroyed by weapons the armour would have protected against, and won't require full EV activities to repair.

Anyway, we're going a bit OT here, but I think it's safe to say pipe greebles like these are here to stay. ;)
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on December 21, 2008, 07:09:37 pm
Yeah.
Pipes cool = pipes stay.
Title: Re: GTM Hippocrates WIP
Post by: Flaser on December 22, 2008, 02:50:55 am
If I were designing a real ship that might encounter hostile forces, I'd have all pipes and stuff behind the armour belt, in an internal 0 atmosphere, human accessible maintainance area, external to the life support areas. That way it's not going to rip the entire craft's life support areas apart if it fails (ie, think fuel/plasma line bursting inside the habitable areas vs outside), but it's also not going to be destroyed by weapons the armour would have protected against, and won't require full EV activities to repair.

Anyway, we're going a bit OT here, but I think it's safe to say pipe greebles like these are here to stay. ;)

In a "realistic" space-warship, a whole lot of the ship would be unpressurized when entering combat to preserve air in case a hit opens the compartment. It would also alleviate the "sucked into vacuum" problems. Granted each and every crew member would have to wear a minimal spacesuit (one designed for "surviving" vacuum, not EVA), but that seems no-brainer. (Strangely only Gundam and other animated shows ever make this sensible choice).

However we're way OFF TOPIC.

/-/-/-/-/-/-/-/-/-/-/-/

On Topic:
The Pipes Are Cool.
The Pipes Stay.
Title: Re: GTM Hippocrates WIP
Post by: StarSlayer on December 22, 2008, 02:25:50 pm
The Honorverse (Honor Harrington series by David Weber) also places its crews in skin suits (EVA suits) and depressurizes their warships before entering combat.  Course the Honor Harrington series is about as realistic a view of space combat as I've come across
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 23, 2008, 12:21:54 am
Wow, looks like I missed a good discussion over the weekend but thanks for all the feed back. Any way I've added some details to the connecting arm. I'm not entirely happy with them but would like a second opinion before scrapping them and starting over again. The ones of the front are a couple of storage tanks. The new detailing has pushed the polly count over 12,000 again. I'm also thinking of changing the piping on the neck by having each of the pipes terminating into one of the neck sections with an elbow, thoughts.

(http://img208.imageshack.us/img208/7791/frigate2t01pic15fu6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2008-12-22
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on December 23, 2008, 01:26:59 am
Leave it as is.  :yes:
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on December 23, 2008, 11:45:15 am
Freeze that design in that area! No need to play around with it anymore as you will always find a different design or something to add and it will just keep on going for no useful reason. I like it as you have it.  :yes:
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 24, 2008, 06:59:47 pm
Well the model is for the most part finished. I'll sit on it for a few days to see if I can think of anything else to add or change. Any volunteers to convert, map and texture this puppy?

Edit: 100th post

Title: Re: GTM Hippocrates WIP
Post by: eliex on December 24, 2008, 07:16:46 pm
It's perfect now.  :)
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on December 24, 2008, 08:29:15 pm
Yep, I'd say its good to stay.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on December 24, 2008, 09:32:13 pm
I'm sure that VA and myself would love to but there's more stuff to do in the meantime.

Please be sure to post the model file so it doesn't get lost, though!
Title: Re: GTM Hippocrates WIP
Post by: CaptJosh on January 03, 2009, 05:43:03 pm
I would like to note that when it comes to pressurized environments depressurizing explosively, there is no such thing as being sucked into space. One gets blown out into space. There is no suction involved.
Title: Re: GTM Hippocrates WIP
Post by: Grimper on January 03, 2009, 09:01:13 pm
The ship is very well done overall.  On review of the images I retract my "death trap" statement as non-constructive and premature. 

Flaser, I like your points there but you didn't address my main one.  This ship is supposed to have compartmentalized design - the ability to isolate sections at a moment's notice.  That's your "damage tolerance."  A single, long pipe running the entire length of the neck - even as a structural support of some kind - is not damage-tolerant design.  The slightest damage to any portion of the pipe could destroy the whole thing.  Any redundancy that the pipes may have had is negated by their close spacing - a direct hit to one pipe is likely to splash unto the others, especially if the attack is a bomb, missile, or asteroid impact.

One way to make them appear damage tolerant is to have the pipes repeatedly enter and exit the neck in distinct sections.

Whose to say those pipes can't be sealed when damaged? Just like blast doors in a corridor, except they have miniature versions in the pipe. These miniature blast doors could be placed at regular intervals along the pipe (that's only if there is a way to bypass the damaged section with another pipe), or if that design isn't incorporated just have the doors at either end of the pipe.
Title: Re: GTM Hippocrates WIP
Post by: ShivanSpS on January 04, 2009, 11:26:08 pm
I almost feel sorry that is "just" a medical ship :P

Wait, it carries a terslash... lets take him to the front lines :O

The reason of why it has a terslash is beyond me... not even the Mentu has one...
Title: Re: GTM Hippocrates WIP
Post by: Aardwolf on January 04, 2009, 11:50:51 pm
Why would the Mentu have a TerSlash?
Title: Re: GTM Hippocrates WIP
Post by: ssmit132 on January 05, 2009, 02:27:18 am
That is not the point. And I think he meant slashers in general. It just seems odd that the Hippocrates has a cruiser-calibre beam cannon sitting on the top. But that's another discussion.

Anyway, very, very nice work on the Hippocrates. :yes2: :) :yes:
Title: Re: GTM Hippocrates WIP
Post by: Commander Zane on January 05, 2009, 03:01:15 am
That's what I would do honestly, give it a large caliber weapon as a last line of self defense.
Rather than call in an SOS and wait while helplessly getting pummled by that pirate cruiser I'd rather do what I can and tear the **** out of it before help arrives.
Title: Re: GTM Hippocrates WIP
Post by: redsniper on January 05, 2009, 09:29:24 pm
Arrrgh, you need diagonals girders on that front connecting framework. It looks funny to me right now and I think that's why.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on January 07, 2009, 01:47:56 am
Arrrgh, you need diagonals girders on that front connecting framework. It looks funny to me right now and I think that's why.

I've been thinking about doing just that. Any way this will most likely be the final version weighing in at roughly 12,600 pollys. Just some cleaning up to do to get it ready for conversion. Galemp did you want me to send it to you or blowfish so that it doesn't get lost?

(http://img368.imageshack.us/img368/4391/frigate2t01pic17wg2.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-01-06

(http://img380.imageshack.us/img380/5446/frigate2t01pic16gq2.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-01-06

(http://img368.imageshack.us/img368/2405/frigate2t01pic18zp3.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-01-06
 
Title: Re: GTM Hippocrates WIP
Post by: Col. Fishguts on January 07, 2009, 03:00:07 am
Beautiful work :yes: The diagonal girders make it look more realistic.

What the model needs is a proper UV map and textures with baked-in ambient occlusion rendering. If somebody just slaps some tiled terran maps on it, most of the nice details will be lost.
Title: Re: GTM Hippocrates WIP
Post by: Commander Zane on January 07, 2009, 03:06:23 am
I don't know if I can support AO, I don't need to be dealing with models that cause a system meltdown because something's too freaking detail heavy.
Title: Re: GTM Hippocrates WIP
Post by: Ziame on January 07, 2009, 03:10:06 am
WOW That's something, mate! I love this ship! Good/God's work!

[OT] - what is uv mapping?[/ot]
Title: Re: GTM Hippocrates WIP
Post by: ssmit132 on January 07, 2009, 03:15:49 am
It's to tell the model where to apply a certain part of a texture. :nod:
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on January 07, 2009, 06:51:02 am
I don't know if I can support AO, I don't need to be dealing with models that cause a system meltdown because something's too freaking detail heavy.
?
He means baking ambient occlusion into the diffuse map. It's an advanced modelling/lighting/texturing technique that provides realistic light/dark areas based on the shape of the surrounding geometry. The Aten in the MVPs uses a baked AO map to shade everything, and it works very very well at no cost to final performance. ;)



Anyway, BrotherBryon that looks fantastic. I'd suggest uploading it to somewhere general and linking to it in this thread (rather than PMing it) so as many people as possible get it. That'll ensure it won't ever vanish and greatly increases the chance a UV mapper/texturer can pick it up and finish it. :)
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on January 16, 2009, 08:45:23 pm
Anyway, BrotherBryon that looks fantastic. I'd suggest uploading it to somewhere general and linking to it in this thread (rather than PMing it) so as many people as possible get it. That'll ensure it won't ever vanish and greatly increases the chance a UV mapper/texturer can pick it up and finish it. :)

The clean up is complete and I'm ready to upload it somewhere, any recommendations for a good file sharing site.
Title: Re: GTM Hippocrates WIP
Post by: Commander Zane on January 16, 2009, 08:47:19 pm
FreeSpaceMods.net?
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on January 16, 2009, 08:53:57 pm
I thought that was for only finished models and MODS.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on January 16, 2009, 08:59:54 pm
You could upload it to temporary.
Title: Re: GTM Hippocrates WIP
Post by: Commander Zane on January 16, 2009, 09:30:11 pm
I thought it was done. :nervous:
Title: Re: GTM Hippocrates WIP
Post by: blowfish on January 16, 2009, 10:17:18 pm
I thought it was done. :nervous:

The model is done.  That doesn't include uvmapping, texturing, and conversion...
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on January 16, 2009, 11:29:46 pm
And each one of those things will take as long as it did for me to create the model, if not longer.
Title: Re: GTM Hippocrates WIP
Post by: CaptJosh on January 22, 2009, 10:42:00 am
Depending on who does it. There are some people on these forums who are crazy good at those things. Though the Hippocrates is a little more complex than even some of the fighters.
Title: Re: GTM Hippocrates WIP
Post by: Ziame on January 23, 2009, 09:46:28 am
Well, brother_bryon, the model is great^^ Well done!
Title: Re: GTM Hippocrates WIP
Post by: StrayFender on January 23, 2009, 04:12:03 pm
nice model  :D
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on January 24, 2009, 04:01:14 pm
I've uploaded the model to FreeSpaceMods.net, here is the link for any one who wants to finish it up.

http://freespacemods.net/download.php?view.461
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on January 30, 2009, 01:12:37 pm
has anyone created a .pof file from this yet?  :D Inquiring minds wanna know.
Title: Re: GTM Hippocrates WIP
Post by: blowfish on January 30, 2009, 05:45:40 pm
I don't think anyone is going to until it's at least unwrapped.
Title: Re: GTM Hippocrates WIP
Post by: Vretsu on February 10, 2009, 10:36:59 pm
Mmm...exposed pipes and random steel beams...mmm...delicious.

It was fun watching this take shape. Escorting these things is going to melt my computer...gotta upgrade.

*moths take flight from shabby jeans*

Yeah.
Title: Re: GTM Hippocrates WIP
Post by: Bobboau on February 11, 2009, 11:35:29 pm
I'm going to have to send guys to your place if development stalls at this point.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on February 11, 2009, 11:38:52 pm
Few people are capable of tackling such a monstrosity. VA is working on the Hades, BrandX is working on the Star Wars models, and I'm still working on the Colossus.
Title: Re: GTM Hippocrates WIP
Post by: blowfish on February 11, 2009, 11:48:03 pm
What Galemp said basically.  Unless you can find a uvmapper/texturer, it's on hold for the time being.
Title: Re: GTM Hippocrates WIP
Post by: peterv on February 12, 2009, 10:10:57 am
Can somebody please convert it to 3ds/obj format?
Title: Re: GTM Hippocrates WIP
Post by: blowfish on February 12, 2009, 02:15:38 pm
Ok.  I'll do it when I get home :)

EDIT: done

[attachment deleted by admin]
Title: Re: GTM Hippocrates WIP
Post by: peterv on February 12, 2009, 08:08:03 pm
Thanks Blowfish  :)
I'll UVmap it ASAP in a single texture and then i'll pray for a texturer better than me to work on it.
Title: Re: GTM Hippocrates WIP
Post by: Galemp on February 12, 2009, 08:16:00 pm
:nervous: Forward it to Jadehawk...
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on February 13, 2009, 12:16:02 am
So, I take it no one has found any flaws with the sketch-up mesh or at least none that were not easy to correct?
This is by far my most complicated model to date and I've been worried that I might have missed something.


Title: Re: GTM Hippocrates WIP
Post by: peterv on February 13, 2009, 06:20:23 am
So, I take it no one has found any flaws with the sketch-up mesh or at least none that were not easy to correct?
This is by far my most complicated model to date and I've been worried that I might have missed something.

Technically, this is super. I fixed it's minors "mistakes", in less than 5 min. (Not mistakes actually, only a few edges you forgot to close and a polygon that needed to be collapsed with the body). Aesthetically it's perfect.  :yes: :yes: Learn to UV map, i hate this job.  :lol:
Title: Re: GTM Hippocrates WIP
Post by: Snail on February 13, 2009, 10:38:34 am
:nervous: Forward it to Jadehawk...
TBH I find a lot of Jadehawk's textures a bit cartoonish, in comparison to the MVP textures.
Title: Re: GTM Hippocrates WIP
Post by: Woolie Wool on February 13, 2009, 02:22:59 pm
A few Photoshop grime filters could probably fix that in minutes.
Title: Re: GTM Hippocrates WIP
Post by: Bobboau on February 13, 2009, 07:28:23 pm
community project, if someone's work needs some tweaking someone else can come in and fix it, that's the spirit of this community that I've always loved so much.
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on February 13, 2009, 08:29:01 pm
Indeed. :D
Title: Re: GTM Hippocrates WIP
Post by: Galemp on February 14, 2009, 12:25:04 pm
Just so long as they're courteous enough to upload the source files, and not just the finished DDS.
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on February 14, 2009, 12:42:47 pm
:nervous: Forward it to Jadehawk...
TBH I find a lot of Jadehawk's textures a bit cartoonish, in comparison to the MVP textures.


Well yeah they are and you know why? Because this is what the masses wanted when I made some that way. Had I done them the way I truly believe they should be to portray something realistic, none would like them. Take the normals for example, 9 times out of 10 they are way too exaggerated and would be gaps large enough to stick your hand into. But then you can really see them from a distance and in real life, you would not anyway. Just the masses wish to see them so I make it so.

Besides, what is real anyway? The ones I use for myself are far more subtle in nature just because I have worked and lived around military equipment and aircraft for 20 plus years it because normal to me to see them the way I have them.
See my Ezechiel thread for an example about all this in this forum.

As for the this here, if it's gonna be a full texture job, I would start with  like 2 or three 2048 size textures to it and see if that works out well. As much as I have used tiling and how easy it is to do, I'm starting to believe a full texture would be better for most of the ship with some repetitive places done with tiles.  Better control over the design and once you get everything in place such as the layered template for the texture, would be far much easier to change things. But that is just my opinion!  :D
Title: Re: GTM Hippocrates WIP
Post by: Woolie Wool on February 14, 2009, 01:44:56 pm
:nervous: Forward it to Jadehawk...
TBH I find a lot of Jadehawk's textures a bit cartoonish, in comparison to the MVP textures.


Well yeah they are and you know why? Because this is what the masses wanted when I made some that way. Had I done them the way I truly believe they should be to portray something realistic, none would like them. Take the normals for example, 9 times out of 10 they are way too exaggerated and would be gaps large enough to stick your hand into. But then you can really see them from a distance and in real life, you would not anyway. Just the masses wish to see them so I make it so.

Besides, what is real anyway? The ones I use for myself are far more subtle in nature just because I have worked and lived around military equipment and aircraft for 20 plus years it because normal to me to see them the way I have them.
See my Ezechiel thread for an example about all this in this forum.

As for the this here, if it's gonna be a full texture job, I would start with  like 2 or three 2048 size textures to it and see if that works out well. As much as I have used tiling and how easy it is to do, I'm starting to believe a full texture would be better for most of the ship with some repetitive places done with tiles.  Better control over the design and once you get everything in place such as the layered template for the texture, would be far much easier to change things. But that is just my opinion!  :D

"Realistic" to your average HLP member seems to be more like "filthy". I think they're complaining that you don't put enough dirt on them or something. Because obviously having foreign matter caked onto delicate starship parts is a really great idea. :blah:
Title: Re: GTM Hippocrates WIP
Post by: Snail on February 14, 2009, 02:35:30 pm
No. That's not what I mean. By cartoony I mean it uses really bright colors like bright yellow and bright green even the main hull textures are bright yellow on the Khepri. In comparison to stuff like the Thoth, Seth and Horus which have kinda less saturated textures it looks so very cartoony.
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on February 14, 2009, 05:47:59 pm
That kind of change is only a relatively minor one - it's the layout, details and so on that are the hard parts of texturing, and Jadehawk's done pretty well there. :)

That said, my only suggestion for the future stuff is more grime, as whether that's what you would actually see on spaceships or not is irrelevant - your eye naturally expects it if you want it to be interpreted as real. :) (Well that and most FS ships are dirty in one area or another)

Anyway for this one I would say it needs a single 2048 res texture with a baked AO multiplicative layer on top.
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on February 14, 2009, 09:19:55 pm
No. That's not what I mean. By cartoony I mean it uses really bright colors like bright yellow and bright green even the main hull textures are bright yellow on the Khepri. In comparison to stuff like the Thoth, Seth and Horus which have kinda less saturated textures it looks so very cartoony.

OK now I see what you mean and thanks for the clarification on that.  :yes:
Yeah the ones I have done in the past have been somewhat bright. I think your talking about the Ezechiel skins I did and yes they were bright in some cases. :)
I think nit's a result of me background making lots of skins....or textures for the Il2 series of flight sims. It's a WWII Flight sim and if you know WWII, then you know how some planes can be...bright and flashy. But having said that, I still try to make them realistic if I can. The stuff I do for the TotT MOD is pretty restrained and as far as I know, the MOD team is happy with the results.  :)

Thanks for the clarification!
Title: Re: GTM Hippocrates WIP
Post by: Hellstryker on February 14, 2009, 09:59:04 pm
No. That's not what I mean. By cartoony I mean it uses really bright colors like bright yellow and bright green even the main hull textures are bright yellow on the Khepri. In comparison to stuff like the Thoth, Seth and Horus which have kinda less saturated textures it looks so very cartoony.

OK now I see what you mean and thanks for the clarification on that.  :yes:
Yeah the ones I have done in the past have been somewhat bright. I think your talking about the Ezechiel skins I did and yes they were bright in some cases. :)
I think nit's a result of me background making lots of skins....or textures for the Il2 series of flight sims. It's a WWII Flight sim and if you know WWII, then you know how some planes can be...bright and flashy. But having said that, I still try to make them realistic if I can. The stuff I do for the TotT MOD is pretty restrained and as far as I know, the MOD team is happy with the results.  :)

Thanks for the clarification!

Well you haven't actually done any capships yet. But yeah, you're work on the fighters is excellent. As for Terran ships, yes, I do think you should use a bit more grit and grime. I can't really complain about the colors on the Ezechiel, but I can see what snail means about the Khepri. The Shu was excellent, but I really think it would still need to be a higher poly model to look good.
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on February 15, 2009, 12:15:23 am
Yeah I'd love it if a good modeler made a new Shu. :)

Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on February 15, 2009, 02:24:24 am
I've seen some of Jadehawk's work and I can say thus far I've been impressed.  If he want's to take a crack at the Hippo he is more than welcome to do so. Mapping and texturing is just beyond my skill level at the moment and to be honest i don't think I have much aptitude in that direction to begin with. I'm currently trying my hand at a Shivan fighter but I've been stumped for the last couple of weeks. I've gotten pretty good with blocky Terran designs but Shivan and Vasudan designs just seem difficult to conceptualize in my mind.
Title: Re: GTM Hippocrates WIP
Post by: Sarge126 on June 21, 2009, 02:00:29 pm
I'm necroing this thread to possibly be the great preserver and restart this model.
Title: Re: GTM Hippocrates WIP
Post by: colecampbell666 on June 21, 2009, 02:02:02 pm
Can you model?
Title: Re: GTM Hippocrates WIP
Post by: Sarge126 on June 21, 2009, 04:24:10 pm
Negative. The only time I've attempted it was with Milkshape, and the gun I downloaded turned into a magazine and some messy polygons very fast. I was just hoping Bryon or someone else good at it would notice this.
Title: Re: GTM Hippocrates WIP
Post by: colecampbell666 on June 21, 2009, 07:34:39 pm
So you're not "The Great Preserver". Don't bump threads unless you have something to contribute. (P.S. I hope not to come off as a dick, but we all need to learn.)
Title: Re: GTM Hippocrates WIP
Post by: Rodo on June 21, 2009, 07:57:38 pm
but the model is done IIRC, the only thing left are the textures right?
Title: Re: GTM Hippocrates WIP
Post by: Sarge126 on June 21, 2009, 08:09:28 pm
but the model is done IIRC, the only thing left are the textures right?
The model is all that's done.
Title: Re: GTM Hippocrates WIP
Post by: Hades on June 22, 2009, 02:58:17 pm
No no no, you've got the sequence of events all wrong.

It can be a couple ways, but I've usually seen it: Model, turret, UV Map, texture, then it is imported into POF format.

Anyway, he probably knows that all has to be done already. :P
Title: Re: GTM Hippocrates WIP
Post by: Sarge126 on June 22, 2009, 03:15:46 pm
No no no, you've got the sequence of events all wrong.

It can be a couple ways, but I've usually seen it: Model, turret, UV Map, texture, then it is imported into POF format.

Anyway, he probably knows that all has to be done already. :P
Without a huge pain in the :mad: about this, why don't we just say the model is all that's done, alright?
Title: Re: GTM Hippocrates WIP
Post by: Vasudan Admiral on June 22, 2009, 09:35:31 pm
It can be a couple ways, but I've usually seen it: Model, turret, UV Map, texture, turret, then it is imported into POF format.
Fixed the order, because unless you're wanting to make fully turretted but not textured renderings or have pre-textured turrets, there's no point at all in scattering untextured turrets all over a model, and it does in fact double the work involved in placing them before conversion. ;)

(The exception to this rule is if you use instanced geometry, but that's usually not the case. The ideal method is to build one turret of each type you'll have on your final model and UV and texture those with the hull. Then before conversion you duplicate the turrets and move them into their final positions.)
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on June 25, 2009, 07:04:23 pm
but the model is done IIRC, the only thing left are the textures right?
The model is all that's done.
And that is all I really know how to do at this point, though I'm slowly learning how to UV map. It would take a really long time for me to learn how to do everything myself especially on the scale that this model has become so I've turned it over to the community to finish. Last I knew peterv was working on mapping this monster but I don't know how far he has gotten with it. Patience is called for here as it is a long process to go from raw model to finished product. It took me months to build the thing and I'm sure it will take many more to properly map, texture, turret and convert the thing.
Title: Re: GTM Hippocrates WIP
Post by: Aardwolf on June 25, 2009, 08:54:11 pm
Here's an idea. How about someone get it properly (and cleanly) converted into a standard-ish model format like .obj or .3ds (with proper smoothing if there is proper smoothing to be had) and upload it somewhere where everyone can get access to it.
Title: Re: GTM Hippocrates WIP
Post by: peterv on December 10, 2010, 08:47:48 am
ATTENTION!

1.The UV of our ambulance is finished.

2.We need a texture artist.


(http://img826.imageshack.us/img826/4836/hippo07.png)


http://www.mediafire.com/?suew62abxczhcp4

In the rar file there are the UV, a 3ds, a POF and a VP file with the same POF and my awnfull textures. The POF is not functional, it's just for the texture artist to check the job in-game.

YOU who will accept the job will earn:

1. A cookie (provided by Galemp, i don't have any).
2. My personall gratitude which will be very helpfull in the afterlife.
3. Lovely conversations about creativity philosophies, also very helpfull in the afterlife.
4. The POF.

WARNING: If noone appears, I will do the job. As a result, the Hippo will be too embarrassed to appear again in FS2.
Title: Re: GTM Hippocrates WIP
Post by: Rodo on December 10, 2010, 08:57:15 am
YES!

Someone? Textures?
Title: Re: GTM Hippocrates WIP
Post by: Commander Zane on December 10, 2010, 11:18:11 am
Ooh nice.
Title: Re: GTM Hippocrates WIP
Post by: Rga_Noris on December 10, 2010, 12:37:29 pm
Has always been one of my favorite ships. Now it looks dazzletastic. Or it will, at least!
Title: Re: GTM Hippocrates WIP
Post by: Zacam on December 10, 2010, 03:09:57 pm
Egads. Yeah, I'm still working on painting this puppy. It's been on my to-do list for awhile now actually.

So, who wants to tackle getting proper LODs and Debris for a functional POF?
Title: Re: GTM Hippocrates WIP
Post by: peterv on December 10, 2010, 05:03:12 pm
Egad. Yeah, I'm still working on painting this puppy. It's been on my Tod list for awhile now actually.

So, who wants to tackle getting proper Lords and Debris for a functional POF?


EMERGENCY!!!

GALEMP I NEED A COOKIE!!!
Title: Re: GTM Hippocrates WIP
Post by: Galemp on December 10, 2010, 05:24:02 pm
Zacam seems to have predictive text turned on in his browser. :D
Title: Re: GTM Hippocrates WIP
Post by: rscaper1070 on December 10, 2010, 06:41:28 pm
 :yes:
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on December 10, 2010, 07:31:52 pm
It lives, Thanks peterv I know mapping this monster had to be a humongous pain in the ass.
Title: Re: GTM Hippocrates WIP
Post by: peterv on December 10, 2010, 07:35:22 pm
It's been an honour and a pleasure sir  :pimp:
Title: Re: GTM Hippocrates WIP
Post by: Mongoose on December 11, 2010, 06:03:51 pm
Woo!  It's not a bunch of rectangles anymore! :yes:
Title: Re: GTM Hippocrates WIP
Post by: Hades on December 11, 2010, 06:22:02 pm
Now the Hippo is a good looking Nebulon B ripoff, good job peterv and BrotherBryon
Title: Re: GTM Hippocrates WIP
Post by: Jadehawk on December 13, 2010, 09:13:58 pm
Nice job on this :)
Title: Re: GTM Hippocrates WIP
Post by: Minuit on December 14, 2010, 07:39:56 pm
Nice job on this :)

Aye. It looks awesome.
Title: Re: GTM Hippocrates WIP
Post by: dANGER boy on December 22, 2010, 01:20:08 pm
CoolPoint(TM) for each of the people who worked on this sexy beast.  Me likes.  Can't wait for next official MVP release.
Title: Re: GTM Hippocrates WIP
Post by: Mobius on December 26, 2010, 02:21:57 pm
Thank you for upgrading the Hippocrates. We needed a high-poly version of that ship. :)
Title: Re: GTM Hippocrates WIP
Post by: Dragon on December 26, 2010, 03:58:57 pm
Now, if somebody actually textured it instead of praising the blank mesh.
Of course, it's not like the mesh isn't great, but the model is far from done.
Title: Re: GTM Hippocrates WIP
Post by: Hades on December 26, 2010, 06:19:12 pm
Now, if somebody actually textured it instead of praising the blank mesh.
Of course, it's not like the mesh isn't great, but the model is far from done.
No, the mesh is done, but the texture is not (which Zacam is working on)
Title: Re: GTM Hippocrates WIP
Post by: Dragon on December 26, 2010, 06:48:42 pm
That's what I said (model, as in, the whole POF).
Title: Re: GTM Hippocrates WIP
Post by: MatthTheGeek on December 27, 2010, 09:11:48 am
model = mesh. POF = ship.
The model is done, but the ship isn't.
Title: Re: GTM Hippocrates WIP
Post by: Dragon on March 17, 2011, 01:10:45 pm
I recall that there once was an almost complete HTL Hippocrates, which only needed UVMapping texturing.
Could somebody upload it back? I downloaded it once, but I can't find it.
It would be great to have it textured by Sab0o and put into next Medivaps.
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on March 17, 2011, 01:29:57 pm
I'm nearly certain we already have it in the FSU SVN, but I can't check right now.
Title: Re: GTM Hippocrates WIP
Post by: Dragon on March 17, 2011, 01:33:40 pm
It would be great if somebody took a look at texturing it then.
Title: Re: GTM Hippocrates WIP
Post by: BrotherBryon on March 17, 2011, 01:57:01 pm
Peterv uvmapped it and I believe Zacam is working on texturing. Why the new thread? Could have just as easily bumped the old one it isn't that far back in the archived pages.
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on March 17, 2011, 02:10:11 pm
It would be great if somebody took a look at texturing it then.

Dragon, I appreciate the enthusiasm. Bumping the old thread might have been a better choice. With that out of the way, I want to remind you that we have lots of models to work on in FSU. In fact, I just checked our WIPs folder.. we have 12 models in there with more Shivan craft on the way. Most of those are cruiser sized models or larger.

What I'm trying to say is that we have a lot of work to do on a lot of models and that it tickled me the wrong way seeing a new thread requesting we work on something we've already got on our long to-do list.

(I tried to write with good tone and not be hot headed.. I hope it comes off that way)  :)
Title: Re: GTM Hippocrates WIP
Post by: Sab0o on March 17, 2011, 02:33:22 pm
Yeah it'd be great to texture everything by Sab0o.
Title: Re: GTM Hippocrates WIP
Post by: Rodo on March 17, 2011, 02:42:48 pm
No, just finish what you want to do Sab0o, I'm loving your work on the Medusa so far :yes:

And seriously, let's just be grateful for what we have already in process so far ppl, I've already tried to texture something and I can confirm it's a ***** of a process, enough is that someone is actually devoting time for that insane labor.
Title: Re: GTM Hippocrates WIP
Post by: Dragon on March 17, 2011, 06:46:09 pm
I only wanted to make sure you didn't forgot about the model, if it's in WiP models folder in SVN and will get done sooner or later (hopefully, in time for 3.6.14), then it's fine.
I can't find the old thread, not to mention links in it most likely don't work (it was uploaded to temporary section on FSMods).
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on March 17, 2011, 06:50:50 pm
 :sigh:

The thread's on page 3 with an active mediafire download on page 10.. took me less than two minutes to find... (http://www.hard-light.net/forums/index.php?topic=57547.msg1444339#msg1444339)
Title: Re: GTM Hippocrates WIP
Post by: Dragon on March 17, 2011, 06:56:18 pm
Gosh, now I know why I couldn't find it.
I thought it was buried somewhere at least 5 pages back and didn't bothered checking the more recent ones...  :banghead:
And looks like I missed a major update on it, PeterV did a great job, as always.
Last time I've seen it, it was untextured.
Title: Re: GTM Hippocrates WIP
Post by: Droid803 on March 17, 2011, 07:34:46 pm
Merge threads plox?
Title: Re: GTM Hippocrates WIP
Post by: Zacam on March 17, 2011, 08:51:56 pm

Merged.
Title: Re: GTM Hippocrates WIP
Post by: Rampage on September 26, 2011, 11:00:54 pm
Any progress on this beauty?*

*The Inferno necromancer has necrothreaded this worthy topic.

R
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on September 26, 2011, 11:14:35 pm
We've got it in our WIPs folder. It'll get done at some point.
Title: Re: GTM Hippocrates WIP
Post by: Crybertrance on October 22, 2011, 12:32:33 am
Update Please...
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on October 22, 2011, 12:39:39 am
We will update when there is something to show. Requesting one will not get things done faster. Kthxbai.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on October 16, 2015, 03:36:48 am
so, does anybody still have this model in it's UV mapped form?
it is a shame this never got finished, and you know, i really HATE unfinished stuff....
maybe i can give it some quick texturing... anything should be better than the old modell...
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on October 16, 2015, 08:48:06 am
I'm sure we have it in the FSU internal. Send me a PM.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on October 29, 2015, 04:41:33 pm
so, yea, progress
the texturing is well under way now :)
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled2_zps3rseho8l.png~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zps3xk8lbli.png~original)
Title: Re: GTM Hippocrates WIP
Post by: Cyborg17 on October 29, 2015, 05:54:46 pm
Yes please!!!!  :D :D :D :D :D :D :D :D :D :D :D :D :D :D
Title: Re: GTM Hippocrates WIP
Post by: Col. Fishguts on October 29, 2015, 06:11:34 pm
Dat film grain!

But it's good to see progress on this :yes:
Title: Re: GTM Hippocrates WIP
Post by: Mongoose on October 29, 2015, 07:52:52 pm
Y'know I didn't even recognize the initial pic you posted of it in that other thread whose location escapes my brain at the moment, but I consider that a good thing, because the original model was one of the ugliest things :v: pumped out (well besides the Bes anyway).  This, on the other hand, looks fantastic. :yes:
Title: Re: GTM Hippocrates WIP
Post by: The Dagger on October 29, 2015, 11:22:42 pm
Great to see this moving forward! Good work too! Keep going!  :yes: :yes:
Title: Re: GTM Hippocrates WIP
Post by: tomimaki on October 30, 2015, 05:47:33 am
This is something worth escorting.  :)
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on October 30, 2015, 01:09:21 pm
This is something worth escorting.  :)

haha, that is an awsome way to put it :P
Title: Re: GTM Hippocrates WIP
Post by: Luis Dias on October 30, 2015, 02:59:13 pm
:yes:
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 01, 2015, 01:15:35 pm
update! texturing finished, hooray
now i need to UV map that whole ship... i am sooooo happy about it
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zpscigdecdh.png~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled2_zpsvbn526d2.png~original)
Title: Re: GTM Hippocrates WIP
Post by: General Battuta on November 01, 2015, 01:27:47 pm
That's good eeeexcept I don't like the big stripe window up front. I think it really kills the ship's sense of scale. This thing's bigger than an aircraft carrier, right? Many small lights would work better for me.
Title: Re: GTM Hippocrates WIP
Post by: Col. Fishguts on November 01, 2015, 01:32:31 pm
That's good eeeexcept I don't like the big stripe window up front. I think it really kills the ship's sense of scale. This thing's bigger than an aircraft carrier, right? Many small lights would work better for me.

I tend to agree. Maybe some of those dividing frames like on the various other windows might help?

Also, maybe have some variaton on the window lights... have some of them with the lights switched off or just different brightness levels?
Title: Re: GTM Hippocrates WIP
Post by: Goober5000 on November 01, 2015, 01:47:44 pm
update! texturing finished, hooray
now i need to UV map that whole ship... i am sooooo happy about it

That looks fantastic.  Nicely done. :yes:

I think the long window strip could work, as it's comparable to the other windows on the ship, just longer.  Maybe it's a floor-to-ceiling window in an observation lounge.
Title: Re: GTM Hippocrates WIP
Post by: Hades on November 01, 2015, 02:03:22 pm
update! texturing finished, hooray
now i need to UV map that whole ship... i am sooooo happy about it

That looks fantastic.  Nicely done. :yes:

I think the long window strip could work, as it's comparable to the other windows on the ship, just longer.  Maybe it's a floor-to-ceiling window in an observation lounge.
I'm going to check the model since I've got it on the SVN but I'm preeeeeetty sure the window is about 4-5 meters tall. Will edit/reply when I do confirm. Either way I do agree with Battuta, it needs to be broken up a bit.

EDIT: It's 2.9 meters tall.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 01, 2015, 02:12:51 pm
save yourself the work hades, i have made changes to the model before/while texturing, one was to scale down windows
Title: Re: GTM Hippocrates WIP
Post by: Goober5000 on November 01, 2015, 02:25:06 pm
EDIT: It's 2.9 meters tall.

So about 10 feet.  Where have we seen a 10-foot high observation window on a medical ship before (http://vignette2.wikia.nocookie.net/starwars/images/f/fc/Empireendshot.jpg/revision/latest?cb=20120110005351)? :)
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 01, 2015, 02:37:35 pm
one more, just because

btw, the model will probably be a lot darker in game, this is an extremely well lit scene in atmosphere here, not the dark voids of space  :eek2:

(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zpsozpqvafk.png~original)
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 01, 2015, 02:42:11 pm
oh, and for reference:
(http://i1293.photobucket.com/albums/b590/lolaldanee/Untitled_zpsitvnydgr.png~original)
  :eek:

i actually always thought she is a real beauty.. seems i am alone with that  :(
Title: Re: GTM Hippocrates WIP
Post by: Dragon on November 01, 2015, 03:11:19 pm
Wow. Great job on that Hippocrates. Also, it's one of the best examples of well thought out HTL. When you look at the old model, the new one still follows the original lines, while adding a lot of detail. I wish all HTLs were like that.

BTW, could someone update the FSU ship list? A lot of things that are already done are still listed as WIPs.
Title: Re: GTM Hippocrates WIP
Post by: General Battuta on November 01, 2015, 08:48:47 pm
Ah, seeing the original convinces me the Cylon visor has to go! It makes the ship look ten times smaller. Breaking it up with verticals could totally work.
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on November 02, 2015, 12:18:11 am
This gets all of my :yes: :yes: :yes: :yes:

Please PM it to me when your done... or PM what you have now for safekeeping. Do. Not. Want. these textures to get lost!
Title: Re: GTM Hippocrates WIP
Post by: Cobra on November 07, 2015, 04:55:17 am
Is it odd that my first thought when seeing the new, textured version was "Starship Troopers?" :nervous:
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 19, 2015, 01:22:09 am
with the uv finished, i can present a preview!
Title: Re: GTM Hippocrates WIP
Post by: niffiwan on November 19, 2015, 01:34:34 am
wow, looking awesome!  :yes:
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on November 19, 2015, 09:16:56 am
Really great work on that!

(I've got plenty of other unfinished models in FSU when you're done...)
Title: Re: GTM Hippocrates WIP
Post by: General Battuta on November 19, 2015, 09:30:20 am
Sacre bleu, please, please, please kill the Cylon visor. We're looking at something bigger than an aircraft carrier here. All the other windows on the texture are beautiful and perfect, just break that big grin up into something that feels size-appropriate.
Title: Re: GTM Hippocrates WIP
Post by: The Dagger on November 19, 2015, 10:58:58 am
Awesome work.
But just a though, maybe you could reduce the contrast on the tiles a bit? I feel this boat is a bit too grungy for a medical facility.
Title: Re: GTM Hippocrates WIP
Post by: Col.Hornet on November 19, 2015, 11:29:12 am
Sacre bleu, please, please, please kill the Cylon visor. We're looking at something bigger than an aircraft carrier here. All the other windows on the texture are beautiful and perfect, just break that big grin up into something that feels size-appropriate.


Same here. In my opinion it would be better if you split the entire rift into several sections and make them in different colours. I don't think that making one huuuge, long window would make sense from engineering point of view.

"Windows are structural weakness" ;) They are cool looking but let's keep them to minimum.
Title: Re: GTM Hippocrates WIP
Post by: General Battuta on November 19, 2015, 11:42:42 am
Someone posted the big wide window from the Nebulon B in Empire Strikes Back earlier — that's a great example of how to do a big window on a medical frigate, it's teeeny compared to the overall ship and not very noticeable from outside.
Title: Re: GTM Hippocrates WIP
Post by: Cobra on November 19, 2015, 11:49:05 am
Then again, stock model scaling in FreeSpace is kind of bull****... Whenever I look at the GTD Orion from a fighter point of view, I don't get the sensation that it can house thousands of crewmen.
Title: Re: GTM Hippocrates WIP
Post by: Aesaar on November 19, 2015, 02:33:16 pm
I agree about the window.  It makes the ship look tiny.
Title: Re: GTM Hippocrates WIP
Post by: Colonol Dekker on November 20, 2015, 01:02:39 am
Front looks very blunt compared to the previous version. Feels chibi but I applaud the work gone into it.
Title: Re: GTM Hippocrates WIP
Post by: MatthTheGeek on November 20, 2015, 01:07:06 am
Then again, stock model scaling in FreeSpace is kind of bull****... Whenever I look at the GTD Orion from a fighter point of view, I don't get the sensation that it can house thousands of crewmen.
That's because the default FOV is too high. Try something like -fov 0.6
Title: Re: GTM Hippocrates WIP
Post by: FrikgFeek on November 21, 2015, 08:58:15 am
The default FOV for a 16:9 monitor is 106.66... That's pretty reasonable, decreasing it will make you lose a lot of your peripheral vision.
Title: Re: GTM Hippocrates WIP
Post by: MatthTheGeek on November 22, 2015, 02:02:38 am
Just try it. It's really worth it.
Title: Re: GTM Hippocrates WIP
Post by: Cobra on November 22, 2015, 03:18:31 am
Just try it. It's really worth it.

No ****... I did try it. The Erebus looks ****ing huge...

(https://dl.dropboxusercontent.com/u/71111768/screen0137.png)

So I guess scaling isn't so bad after all. :nervous:
Title: Re: GTM Hippocrates WIP
Post by: FrikgFeek on November 22, 2015, 04:00:06 am
Another thing to remember is that your fighter isn't as small as you might think it is. That tiny Perseus is about double the size of a TIE/LN Starfighter for example. So while that Orion won't be ridiculously huge compared to your figher it's still 2km long and probably 400 metres wide or so.

Using NYC's population density of 10746/km^2 it should house ~8600 people. It's easily as tall or taller than NYC's skyscrapers so the comparison seems valid. And while a lot of the Orion is dedicated to warship stuff and can't house crew a lot of NYC is dedicated to busyness stuff and can't house people.
There are cities far exceeding NYC's population density, Paris has almost double the density for example.

For comparison, A Imperial-class Star Destroyer(the one most people know, it shows up at the very beginning of EPIV) is only 1600m in length.
Title: Re: GTM Hippocrates WIP
Post by: FreeSpaceFreak on November 22, 2015, 05:49:26 am
Probably a little late for this, since the mesh is already finished... But I kind of miss that 'city in space' feeling that the old Hippo had, with all the window tiles it had. This looks much more armored than the old one, could almost be a combat ship rather than a civilian. Don't get me wrong, model and texture are absolutely top-notch (my only gripe would be the Cylon visor), only it doesn't quite carry the 'feel' of the old Hippo.

Anyway, that's just my humble two cents - regardless I'm very much looking forward to seeing this one finished and in-game :D
Title: Re: GTM Hippocrates WIP
Post by: Dragon on November 22, 2015, 11:35:03 am
It's actually surprisingly accurate to the old model. But yeah, some more windows where the old one had them could be nice. I believe this could be done by altering the textures, without mesh changes.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on November 24, 2015, 10:58:08 am
baked the glowmap (and changed the window, due to you naggin' complainers)
it took over 2 days of pure render time... crazy!
Title: Re: GTM Hippocrates WIP
Post by: SypheDMar on December 14, 2015, 11:15:18 pm
Um, so where's the render shot? :nervous:
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 21, 2015, 03:12:30 pm
huuuum... first in engine look...
sadly it looks a lot worse than in blender :/
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0035_zpsqqirmnbk.png~original)
Title: Re: GTM Hippocrates WIP
Post by: niffiwan on December 21, 2015, 03:56:20 pm
Looks great to me, what's the issue?
Title: Re: GTM Hippocrates WIP
Post by: Nyctaeus on December 21, 2015, 04:29:30 pm
.
sadly it looks a lot worse than in blender :/
Really o__O?

Uh... It looks great anyway :D!
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 22, 2015, 08:56:21 am
the problem is that the pbr shader as it currently works just makes everything look completely different than it did in blender, that is a real problem on all the metallic parts, they are just looking wrong - somehow i just can't make this stuff to look as i want it to in the engine
and the lack of AO maps so far is not helping either, for now i will try to make a non PBR version, which is needed anyway - let's see how it turns out, i guess it is still an big improvement over the old Hippo model :P
Title: Re: GTM Hippocrates WIP
Post by: mjn.mixael on December 22, 2015, 10:54:23 am
Every time someone mentions PBR I think of this terrible, terrible beer. (http://i.huffpost.com/gen/2079828/images/o-PABST-BLUE-RIBBON-facebook.jpg)
Title: Re: GTM Hippocrates WIP
Post by: X3N0-Life-Form on December 22, 2015, 10:58:01 am
Every time someone mentions PBR I think of this terrible, terrible beer. (http://i.huffpost.com/gen/2079828/images/o-PABST-BLUE-RIBBON-facebook.jpg)
Incidentally, that was the original name of the PBR branch over on github :P
Title: Re: GTM Hippocrates WIP
Post by: DahBlount on December 22, 2015, 01:08:31 pm
the problem is that the pbr shader as it currently works just makes everything look completely different than it did in blender, that is a real problem on all the metallic parts, they are just looking wrong - somehow i just can't make this stuff to look as i want it to in the engine
and the lack of AO maps so far is not helping either, for now i will try to make a non PBR version, which is needed anyway - let's see how it turns out, i guess it is still an big improvement over the old Hippo model :P

That's probably because the maps you designed are either A) not calibrated for PBR at all or B) you used the baseline settings of Cycles to render the maps, which works using a method very similar to Arnold PBR, not the Blinn-Phong Specular + Gloss method used by FSO.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 23, 2015, 06:27:50 am
the problem is that the pbr shader right now has waaaaay to high minimum shine levels, which makes this quite rough surfaced ship still look much too shiny at parts that should be very mat, and too dark at places that should still have some diffuse light - it feels like the min rough value was something like 0.4 rather than 0, and everything above 0.5 is a total mirror, while in blender a roughess value of 0.8 would still be quite mat for example

i have converted my pbr textures to the old style textures, and here they look fine :)
(if i use these converted textures in the pbr build, they ALSO are too shiny btw, so it is really a general problem with the new renderer, well, it's work in progress after all :P )

non pbr build screens:
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0037_zpshxqf2nbg.png~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0041_zpsmx02ktha.png~original)
Title: Re: GTM Hippocrates WIP
Post by: DahBlount on December 23, 2015, 04:31:30 pm
Well, perhaps you could try inverting the colors of your -reflect map. Blender exports gloss as a direct roughness profile where 0.0 is perfectly reflective and 1.0 is non-reflective. In FSO, 0.0 is non-reflective and 1.0 is perfectly reflective. That is to say, white yields smooth relfections in FSO, but rough reflections in Blender, with Black being the reverse.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 23, 2015, 05:27:01 pm
thanks for the advice, but i am no THAT stupid to not check for an error like that :D this is my third ship with pbr textures i create for this engine, i think i have the basics nailed down  :shaking:
Title: Re: GTM Hippocrates WIP
Post by: DahBlount on December 23, 2015, 06:34:56 pm
Alright, but I assure you relfectance in the PBR branch is in no way broken nor does it have too high of a minimum setting.
Title: Re: GTM Hippocrates WIP
Post by: Cyborg17 on December 23, 2015, 07:34:14 pm
Thanks for going through the effort of changing the window.  It looks great.
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 24, 2015, 05:11:21 am
Alright, but I assure you relfectance in the PBR branch is in no way broken nor does it have too high of a minimum setting.
well, if i set the matrial overwrite to 0 gloss in the mainhall ship viewer, it still has way too much gloss... sounds like a too high min setting to me, or at least SOMETHING is wrong here
Title: Re: GTM Hippocrates WIP
Post by: fightermedic on December 25, 2015, 06:48:34 am
alright let's see, first of all i have to say, you are right, the gloss was not the problem, i think it's the min spec color that is too high

with non-pbr textures, using gloss and spec overwrite 0, you can see that all the details from the diffuse texture are completely washed out, despite there should be no reflection at all:
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0043_zpsn7xxwhrp.png~original)

without reflection (just because of the angle), how it should actually look with reflection and gloss 0, even when in the angle from the screenshot above:
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0044_zpsdbgkk9ye.png~original)

still non pbr textures, no overrides used, so default value for gloss -> way too high!
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0046_zpshr1mmq9z.png~original)

spec color set to 0, still way too much just because of the default gloss
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0047_zpsk9mwrgj3.png~original)

now WITH pbr textures, look how extremely washed out this looks because of too high reflection, despite the texture having almost no spec and gloss for this part of the texture, this is my orignial problem i was complaining about
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0048_zpsglo1fhxl.png~original)

the same pbr texture with gloss and spec set to 0, this is a completely black diffuse map, so this represents the darkest possible color you can have, way too bright!
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0050_zpskolrcuq9.png~original)



upload of the model will follow soon btw!