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Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Hades on October 27, 2012, 01:42:23 am

Title: High-poly Apollo
Post by: Hades on October 27, 2012, 01:42:23 am
I'm all over the place!

http://p3d.in/mV7pj
Title: Re: High-poly Apollo
Post by: CommanderDJ on October 27, 2012, 01:45:42 am
Lookin' good! Looks like you've just got the side arms to finish?
Title: Re: High-poly Apollo
Post by: Hades on October 27, 2012, 01:59:47 am
Indeed! Some smaller stuff is needed on all of the parts but the last major bit are the arms.
Title: Re: High-poly Apollo
Post by: The E on October 27, 2012, 02:44:08 am
dat cockpit.
Title: Re: High-poly Apollo
Post by: Hades on October 27, 2012, 02:47:05 am
Yeah, apologies to Esarai, he modeled the majority of that section from my request, it is based off of the concept art cockpit/head and I'm horrible at modeling perspective shots (esarai is a magic man)

Kudos to him!
Title: Re: High-poly Apollo
Post by: mjn.mixael on October 27, 2012, 07:13:22 am
I'm not a big fan of the shape of that cockpit... it's very bulbous and looks too big. But I'll wait and see I guess...

Otherwise, it looks good.
Title: Re: High-poly Apollo
Post by: Trivial Psychic on October 27, 2012, 10:39:19 am
What's up with those holes in the engines?
Title: Re: High-poly Apollo
Post by: An4ximandros on October 27, 2012, 11:08:18 am
Looks interesting... I Just hope this thread doesn't go to heck like the last ones, I'm all for changing the Apollo to have more details.

Also, YU COPY NEXUS SHIP?


EDIT: The holes in the engines look like a perfect place to have some sort of exposed engine wiring and guts for quick maintenance if you ask me.
Title: Re: High-poly Apollo
Post by: Cyborg17 on October 27, 2012, 11:49:10 am
I don't know.  They're kind of like rocket nozzles, and I don't think you're supposed to have wiring in those.
Title: Re: High-poly Apollo
Post by: Hades on October 27, 2012, 12:44:21 pm
What's up with those holes in the engines?
EDIT: The holes in the engines look like a perfect place to have some sort of exposed engine wiring and guts for quick maintenance if you ask me.

Also, YU COPY NEXUS SHIP?
Not a copy, remodel of the ship for fun. Named carrier as that's what it is in Nexus.
Title: Re: High-poly Apollo
Post by: BrotherBryon on October 27, 2012, 01:13:49 pm
What's up with those holes in the engines?

I imagine it will be filled in with greebles, much in the same way he and VA did on the Medusa engines.

Nice work there Hades.
Title: Re: High-poly Apollo
Post by: Col.Hornet on October 27, 2012, 03:54:38 pm
Well, that looks.... advanced.
Title: Re: High-poly Apollo
Post by: Hellstryker on October 27, 2012, 08:25:04 pm
Front of the engine pods and midsection is overly smooth. Cockpit and nose is right on.

Only really glaringly NO issue for me is the width of the engine gap. They were much, much tighter in the vanilla model, I don't think they were as tall either, though that's less of an issue. That area doesn't look finalized anyway however.

As for the gaping holes in the engines, it'd be cool if - and I assume you intend to - fill that area with pipes and other various internal-y looking bits.

Anyway, I'll be checking this thread.
Title: Re: High-poly Apollo
Post by: Hades on October 27, 2012, 09:55:07 pm
As for the gaping holes in the engines, it'd be cool if - and I assume you intend to - fill that area with pipes and other various internal-y looking bits.
Yeah, I'll be doing that.
Title: Re: High-poly Apollo
Post by: SypheDMar on October 28, 2012, 01:54:28 pm
I like what you did with the head instead of the rough, low-poly head of the original.
Title: Re: High-poly Apollo
Post by: Flaser on October 29, 2012, 02:33:26 pm
The good
I really liked what you did with the forward engine nacelles, keeping the shape smooth but emphasizing the underlying complexity by adding all that detail.

Some nitpics:
Something feels just a tad "off" about the current cockpit and head... the cockpit is too flush with the fuselage around it, making it seem smg. like the Russian interceptors.

The original model and the concept art always gave me the idea of a more "bubble" like cockpit, the kind you have on glass-cockpit fighters, like the F-16 or the Raptor.

IMHO it could be rounder, "bulging" out a bit and departing from the smooth lines of the surrounding fuselage.

Some quick and dity GIMP edits:

(http://sadpanda.us/images/1233764-V0RWRH1.png)

(http://sadpanda.us/images/1233770-67D7CJ3.png)
Title: Re: High-poly Apollo
Post by: Raven2001 on October 29, 2012, 03:47:36 pm
It is technically stunning as usual!
I really like what you did with the neck and wings, as well as the greebling! :)

My crits are more on the "big shapes" and design side of things. Some proportions look off: someone pointed that the main engines look too tall, and I can definetly see that.

Also, the Apollo has this look about it, where each individual parts seem to "blend" into each other, whereas this htl design feels more like each part looks tacked on to the next. It is more prominent on the main engines: in the original, they look like a single piece (with a cool looking triangular shape in the middle - red lines on the image I've attached), but on your design they definetly are 2 different parts. Same reasoning goes for the underside (main interesting shapes signaled in blue).

Also, the lack of harsher lines. I know that part of your style lies in having many chamfered and smooth edges, as well as sweeping curves. So far on this Apollo it is working allright in all honesty. However, I think that it isn't really working on those holes in the engines (where you'll model some machinery). The original lozenge shape looks far more interesting and doesn't break the "visual read" of the design.

This one is a nitpick: I traced in green an interesting shape the original implies to my eyes. You somewhat have that in your version, but I think it would gain a lot if you really make it look like there's a division there.
Another nitpick is the gun pods. Right now they look like a smooth edged box. I think the shape could be more interesting (maybe lozange?).

Finally, the cockpit. It has been mentioned before, so I'll keep it short: I really find the original head and cockpit very appealing! :D

EDIT: These might sound like "purist" comments. They're not, it's just that I'm very fond of the Apollo. :)

[attachment deleted by a basterd]
Title: Re: High-poly Apollo
Post by: Hades on November 01, 2012, 03:20:37 pm
http://p3d.in/mV7pj

Focused on getting the nacelles done, I'll take a look and see what all I can do to use your crits Raven and which ones look better on it, thanks. :)
Title: Re: High-poly Apollo
Post by: Alan Bolte on November 02, 2012, 07:27:17 pm
The lower pair of intakes look like they're blocking the missile launchers.
Title: Re: High-poly Apollo
Post by: esarai on November 02, 2012, 10:51:08 pm
Yeah I was gonna mention that...
Title: Re: High-poly Apollo
Post by: BirdofPrey on January 12, 2013, 06:26:46 pm
So how's this coming?  It's lookin' great so far, though the cutouts in the engines seem odd.
Title: Re: High-poly Apollo
Post by: Kolgena on January 22, 2013, 12:13:50 pm
Yeah don't worry about the holes. They'll be filled in with greeble or something eventually.
Title: Re: High-poly Apollo
Post by: blowfish on January 22, 2013, 01:31:46 pm
Very nice :)

I might change the primary mounts a bit though.  I'm not entirely sure how ... but something bothers me about the way the diagonally mounted guns look on an otherwise blank rectangular face.  Maybe recess that face a bit more and extrude the guns a bit more?  Or maybe just add some detail to those blank quadrants?
Title: Re: High-poly Apollo
Post by: Hades on January 22, 2013, 06:09:55 pm
a) holy **** it's blowfish

b) thanks, and yeah I agree, it needs something there. I'll see what I or Esarai can come up with.

c) http://p3d.in/ZMvlM (engine details thanks to Esarai, I'm too incompetent to have done them)
Title: Re: High-poly Apollo
Post by: SypheDMar on January 22, 2013, 08:41:52 pm
For folks who can't view the models for whatever reason:
(http://i.imgur.com/Mbgnjdg.jpg)(http://i.imgur.com/CQaff6q.jpg)(http://i.imgur.com/dxnOlfV.jpg)
Title: Re: High-poly Apollo
Post by: MatthTheGeek on January 23, 2013, 03:07:00 am
/me likes
Title: Re: High-poly Apollo
Post by: Crybertrance on January 23, 2013, 07:51:13 am
/me likes

/me lieks
Title: Re: High-poly Apollo
Post by: esarai on January 23, 2013, 10:11:54 am
I might change the primary mounts a bit though.  I'm not entirely sure how ... but something bothers me about the way the diagonally mounted guns look on an otherwise blank rectangular face.  Maybe recess that face a bit more and extrude the guns a bit more?  Or maybe just add some detail to those blank quadrants?

Clicky (http://p3d.in/ZMvlM)
(http://i279.photobucket.com/albums/kk124/esaraisaiea/ApolloWIP-GunMountsMk2.png)
(http://i279.photobucket.com/albums/kk124/esaraisaiea/ApolloWIP-GunMountsMk2z.png)
Title: Re: High-poly Apollo
Post by: Hades on January 23, 2013, 11:40:16 am
You really need to stop making me look more incompetent at this than I already do, Esarai. :(
Title: Re: High-poly Apollo
Post by: Oddgrim on January 23, 2013, 11:41:29 am
That looks really sweet esarai!
Title: Re: High-poly Apollo
Post by: Luis Dias on January 23, 2013, 11:56:25 am
Stop saying nonsensical things, Hades. You did a great amazing job and Esarai is also doing a great amazing job building on top of your work. Kudus, it's becoming really cool :)

e: Small noob question. I notice you don't really make the mesh as "one" single entity, but rather with triangles intersecting other triangles, etc., specially in the greebles. What is the general rule of thumb there that one should pay attention to, wrt the FSO engine and so on?
Title: Re: High-poly Apollo
Post by: esarai on January 23, 2013, 05:56:52 pm
For FSO basically just ensure that there is no region 'open' to space, that way no ships can sneak inside the model and no shots go unregistered.  You can do this by having a completely sealed volume where all faces share edges, or you can have a collection of spaces that do not share edges yet still enclose the volume necessary.  I'm sure someone more well-versed in the actual operation of FSO can provide a better answer, this is me going from experience.  I know the original Typhon model from FS1 had its two top-most antennae detached from the main hull mesh, so doing this has been around for a while.  I generally try to keep the main sections of the mesh as one continuous volume and have the smaller details not connect to the main geometry.  This way things can look pretty and complex without unnecessarily driving the poly-count way up.  There comes a point where if the added detail is too shallow, at a certain distance it can have a flickery effect because the Z-buffer is having trouble differentiating the main surface and the detail surface--they're too close together.  So general rule #2: make sure the details have enough volume to avoid z-fighting.
Title: Re: High-poly Apollo
Post by: Woolie Wool on January 24, 2013, 09:46:35 am
You know, this is a really nice model with a lot of cool things to look at, but it doesn't look very 2335 to me, more like post-Capella. The "head" section especially doesn't look much like the original Apollo at all, especially the canopy--the original model's canopy stuck out from the bodywork in a bubble shape instead of being integrated into it. It doesn't have the same utilitarian look that the original FS1 fighters did.

But on a technical level it's flawless.
Title: Re: High-poly Apollo
Post by: TwentyPercentCooler on January 24, 2013, 09:51:08 am
You know, this is a really nice model with a lot of cool things to look at, but it doesn't look very 2335 to me, more like post-Capella. The "head" section especially doesn't look much like the original Apollo at all, especially the canopy--the original model's canopy stuck out from the bodywork in a bubble shape instead of being integrated into it. It doesn't have the same utilitarian look that the original FS1 fighters did.

But on a technical level it's flawless.

Yeah, stop making it look so awesome, guys!  :D
Title: Re: High-poly Apollo
Post by: Gloriano on January 24, 2013, 04:39:40 pm
Holy crap that looks really nice
Title: Re: High-poly Apollo
Post by: SypheDMar on January 24, 2013, 09:46:17 pm
 :yes:
Title: Re: High-poly Apollo
Post by: Col.Hornet on January 25, 2013, 10:50:52 am
Hi. It's good to see that you guys are finishing this model. Though I imagined a new HTL Apollo in completely different style (there some parts which are annoying me, like the round engine intakes, but it's nothing important now. I just don't want to complain, because I already have an idea how to use this model :))

I like the idea of filling the space inside the engine pods, but:
I dislike the location of the thruster nozzle inside the pod. These ribs under are pretty but keep it in mind that they will be covered with thruster's flame during the game. And in my opinion it's moved too far to the upper part of the engine pod. And here I have two ideas:
(http://i864.photobucket.com/albums/ab206/Karolisuaf/apollosuggestion_zps9618123a.jpg)

Now it's "upper part" heavy. Apollo has a symmetric ass, that's why I prefer the idea of increasing the number of the nozzles to keep it detailed, but still bricky as the original.

But I think that you can make such thrusters  as are now in the violet covered area. At the bottom pods we have a missile bank so logic says that is not 100% related for engine parts.
 I hope that it will help :D
Title: Re: High-poly Apollo
Post by: Hades on January 25, 2013, 03:15:15 pm
The flame will only cover the part of the engine nozzle itself, the part it comes out of. I have been working on FSU pofs to make sure this is the case, so no, it won't cover the ribs.

Also, the retail pof had its modeled thrusters on the top half of the upper two engines. Hence our engine locations.
Title: Re: High-poly Apollo
Post by: Solatar on January 25, 2013, 03:22:19 pm
Love it, especially the cockpit area.  It's smooth enough to look good, and I think it looks like a smoother, more realistic version of what the FS1 model might have been trying to portray.
Title: Re: High-poly Apollo
Post by: esarai on January 25, 2013, 04:53:21 pm
I dislike the location of the thruster nozzle inside the pod. These ribs under are pretty but keep it in mind that they will be covered with thruster's flame during the game.
Only if we use the dreaded glowpoint-flame bitmap method.  I intend to make modeled thrusters which will not wash out the detail from all directions.  I can also choose, if the modeled thrusters for some reason don't work, to add a bunch of smaller thruster points, and give a similar effect that will not have a massive glow blotting out the detail.

Quote
And in my opinion it's moved too far to the upper part of the engine pod.
the retail pof had its modeled thrusters on the top half of the upper two engines. Hence our engine locations.
Exactly.  If you look closely at the original FS1 pof, the thrusters emit from only the top half of each engine pod.  The full-size exhaust flame was introduced at some point during the FreeSpace Port project and has bugged me since forever.

Love it, especially the cockpit area.  It's smooth enough to look good, and I think it looks like a smoother, more realistic version of what the FS1 model might have been trying to portray.
Thanks, Solatar!  When I modeled the cockpit I was going off the original concept art for the Apollo, which did appear to be smoother than the original.  I believe Hades used the concept and the original FS1 model as references for the body, and I think he pulled off a masterful blend of the two.  His version isn't as heavily greebled as the concept art, but I think it's all the better for it.
Title: Re: High-poly Apollo
Post by: Kolgena on January 25, 2013, 06:48:57 pm
Love the lasers. Were they perhaps partially inspired by the ML-16?
Title: Re: High-poly Apollo
Post by: asyikarea51 on January 26, 2013, 08:17:36 pm
Can't think of a better word to say than just "Nice" since I know nothing of those little technicalities to make any model to look right in a game engine...

Awesome model as it is already, ignoring whatever errors exist that the typical layman can't spot. Just wondering what it'll look like once textured.

:)
:warp:
Title: Re: High-poly Apollo
Post by: BirdofPrey on February 06, 2013, 06:29:27 am
Absolutely gorgeous.  When can I fly her?

I do have to agree it looks odd with the thruster exhausts all the way at the top of the main engine pods, but if that's how it was supposed to be on the original, so be it.
Title: Re: High-poly Apollo
Post by: Hades on June 22, 2013, 03:48:56 am
http://p3d.in/mV7pj

Thanks to Esarai, the mesh itself (LOD 0) is finally done. Needs LODs, debris, and of course, the alternative intro version.
Title: Re: High-poly Apollo
Post by: BritishShivans on June 22, 2013, 04:08:50 am
When it (eventually) gets to texturing this model, I'd suggest putting some scorch marks on the outer area of the engines, to give it a used look. The shape you've got there gives me all kinds of ideas, of whom sadly I still lack the skills to implement (well).
Title: Re: High-poly Apollo
Post by: Rodo on June 22, 2013, 09:38:51 am
ohh, cute little ship. I love the work put on the engine pods.
btw, that greeble on the center of the model, right between the two engine pods makes me think a FLUX CAPACITOR should be there!
Title: Re: High-poly Apollo
Post by: BirdofPrey on December 23, 2014, 04:22:01 am
So what ever happened to this?  I was so looking forward to this then it up and died.
Title: Re: High-poly Apollo
Post by: Aesaar on December 23, 2014, 06:28:35 am
Hades is too fat to UVmap it himself. :p
Title: Re: High-poly Apollo
Post by: Cyborg17 on December 23, 2014, 06:38:53 am
Someone most finish this!
Title: Re: High-poly Apollo
Post by: fightermedic on July 13, 2016, 03:15:06 pm
so, can i haz model?
i might have some time for textureing in august - textures will not be great, but not stopping somebody from making better ones later, and i am crying every day because this model is not in use!!!!!!
Title: Re: High-poly Apollo
Post by: fightermedic on August 19, 2016, 06:19:49 pm
this is the first time i am actually quite happy with textures i have done for any ship :)
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0000_zpsvy0a8u4c.png~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0004_zpsqjkkkreg.png~original)

ignore all the stuff that doesn't make sense, like glowpoints, this is just for testing the textures
Title: Re: High-poly Apollo
Post by: Venicius on August 19, 2016, 06:27:00 pm
OH MY...This is what the people want. Give the people what they want!!!!
Title: Re: High-poly Apollo
Post by: General Battuta on August 20, 2016, 01:07:15 am
Yes yes yes yes yes
Title: Re: High-poly Apollo
Post by: perihelion on August 20, 2016, 10:29:09 am
(http://i.imgur.com/2DShTM7.gif)
Title: Re: High-poly Apollo
Post by: Col.Hornet on August 20, 2016, 11:33:15 am
Pure excellence. I'm really hyped to see the iconic FS fighter receiving a new life :yes:

Will you bash down the shining intakes later? they're a bit too glossy.
Title: Re: High-poly Apollo
Post by: mjn.mixael on August 20, 2016, 08:39:12 pm
Guess I'll finally be able to get back to work on that FS1 intro cutscene...
Title: Re: High-poly Apollo
Post by: Nyctaeus on August 20, 2016, 08:57:58 pm
(https://c1.staticflickr.com/5/4145/5097049596_e4220e41a0.jpg)
Someone give this guy a cookie!
Title: Re: High-poly Apollo
Post by: Colonol Dekker on August 21, 2016, 02:13:49 am
My favourite retail fighter second to the Erinyes. Long overdue.


The universe thanks you.
Title: Re: High-poly Apollo
Post by: Hades on August 21, 2016, 08:01:16 am
It's looking really good, great work so far.

Also did you texture the 3D modeled thrusters to see how they look ingame as well? It was my first time making some so I'm curious to see how those come out.
Title: Re: High-poly Apollo
Post by: fightermedic on August 21, 2016, 12:03:12 pm
It's looking really good, great work so far.

Also did you texture the 3D modeled thrusters to see how they look ingame as well? It was my first time making some so I'm curious to see how those come out.

they are completely bugged :/
i am trying to solve that bug right now, but to now avail yet ... in principle they look good, but they are for some odd reason not stable at one position, but rather moving back and forth super fast the whole time, giving the animation the apearance of flickering
it looks as though the submodel of the thrusters would constantly change its position
i think i will have to remove them, but i can upload the model for someone to check as well
Title: Re: High-poly Apollo
Post by: DahBlount on August 21, 2016, 12:40:16 pm
Upload it. Many of the people here have experience with modeled thrusters.
Title: Re: High-poly Apollo
Post by: Rodo on August 22, 2016, 11:04:52 am
Bloody awesome! To drop a comment slightly related to the color scheme as well.

Was the retail reddish? I wuv in nonetheless.
Title: Re: High-poly Apollo
Post by: fightermedic on August 22, 2016, 12:53:45 pm
no, it's red because it is the bomber variant, as can be seen in the FS1 Intro

the bomber variant is finished btw (except for the thruster), i am working on finishing the fighter variant now, everything should be ready tomorrow
Title: Re: High-poly Apollo
Post by: TwentyPercentCooler on August 22, 2016, 08:18:15 pm
no, it's red because it is the bomber variant, as can be seen in the FS1 Intro

the bomber variant is finished btw (except for the thruster), i am working on finishing the fighter variant now, everything should be ready tomorrow

My body is ready.  ;7

Really, really awesome job.
Title: Re: High-poly Apollo
Post by: BirdofPrey on August 23, 2016, 01:53:51 pm
Looks great (though the AA seems to hate the panels on the bottom.)

I look forward to seeing this in a new Mjn cutscene and to flying this myself.
Does that cockpit actually have two people in it, though?  Bomber Apollo in the cutscene was a two seater.
Title: Re: High-poly Apollo
Post by: fightermedic on August 23, 2016, 03:30:18 pm

Does that cockpit actually have two people in it, though?  Bomber Apollo in the cutscene was a two seater.
it does
Title: Re: High-poly Apollo
Post by: Vidmaster on December 17, 2017, 12:04:07 pm
bumped because.........  I wanted to ask if some FS1 MediaVPS-style Command Briefing Anis were available or easy to make for these Apollos.
Title: Re: High-poly Apollo
Post by: ngld on December 17, 2017, 12:37:56 pm
Something like this?
(http://mixhaipro.com/fso/PreRelease/2_tech_tpilot.png)

mjn's been working on remaking the FS1 cutscenes (https://www.hard-light.net/forums/index.php?topic=68161.msg1859513#msg1859513) and he's made a few other anis for FS1. Maybe ask him?
Title: Re: High-poly Apollo
Post by: mjn.mixael on December 17, 2017, 12:52:15 pm
I have remade all the FS1 and FS2 anis. Can you be more specific on what you want?
Title: Re: High-poly Apollo
Post by: Vidmaster on December 18, 2017, 12:48:13 pm
It is a little bit embarrassing really, for some reason I thought I was posting in this thread: https://www.hard-light.net/forums/index.php?topic=92432.0
Basically, I would really like to have one of your remade Anis with the Apollos of this thread, the bomber variant it particular.

I need them for...   reasons.