Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Hades on February 12, 2012, 02:14:49 am
-
Here we go. Fire away.
(http://i293.photobucket.com/albums/mm56/HLPHades/gtdorion.png)
-
Very nice. Can't wait to see what it looks like with textures.
-
The runway looks a bit plain, but the rest is very good. It may feel a bit too chamfered/rounded, but so was the Medusa, and that turned out pretty slick.
Did you redesign the sensor/tower arrays? It seems to me that they're now a bit too symmetrical or regular or something. They looked nice kind of messy in the current HTL version.
(Can the turrets make sense plz? No tiny button+toothpick turrets or tribarrels for BGreens and such if possible.)
-
The runway looks a bit plain, but the rest is very good. It may feel a bit too chamfered/rounded, but so was the Medusa, and that turned out pretty slick.
Did you redesign the sensor/tower arrays? It seems to me that they're now a bit too symmetrical or regular or something. They looked nice kind of messy in the current HTL version.
(Can the turrets make sense plz? No tiny button+toothpick turrets or tribarrels for BGreens and such if possible.)
Runway's not finished.
Not really, no. I'll take a look at it later, though.
Yes.
-
(Can the turrets make sense plz? No tiny button+toothpick turrets or tribarrels for BGreens and such if possible.)
You'd need separate model for an Orion that uses something else than triple-barreled turret for the BGreen. Otherwise you're needlessly risking compatibility issues with missions that may use different weaponry from retail. Meaning FS2 style Orion has to be additional model and tbl entry, which is then used in mediavps missions but not anywhere else until such missions are updated.
-
Pretty.
-
It looks good, you actually managed to make it hi-poly while retaining the "flying brick" feel.
-
YES! YES! (http://www.youtube.com/watch?v=P3ALwKeSEYs) Ah, it already looks glorious.
But I have a question:
Will the fighter bay get some love (e.g. like the Colossus')?
-
Well, considering all recent HTLs of large ships have a fully modeled bay, I think that the Orion will follow suit.
-
I like where this is going. :yes:
-
One suggestion coming to my mind atm.
What you seem to be doing:
http://i44.tinypic.com/2rzs8d1.jpg (http://i44.tinypic.com/2rzs8d1.jpg)
What I suggest, to keep it smooth and prevent it from being round:
http://i40.tinypic.com/2zhnq05.jpg (http://i40.tinypic.com/2zhnq05.jpg)
-
I guess that's what he's doing right now, you can see this on a couple of edges, mostly on the boardside.
-
Regarding turrets, might you be considering making two different variants, one for FS1, the next for FS2? If so, you may want to add a degree of challenge/coolness, and where it doesn't contradict the weapon type expected to be mounted (like if you are placing dish type for FS2 beams), make the non-multipart turrets into multi types, including flank ones. This would be more easily implemented for FS1 where all the non-multi types fire the same blob.
-
Nothing to complain so far, keep going.
-
Very nice, I like where this is going and look forward to the finished product.
-
Boxy yet round = AWESOME. And no stupid sidewalk on the runway FTW
-
This looks awesome so far. Can't wait to see this thing textured. I always hated that old blueish one, makes it look like a denim plated ship :P GTD Levis or something.
-
This looks awesome so far. Can't wait to see this thing textured. I always hated that old blueish one, makes it look like a denim plated ship :P GTD Levis or something.
I hope you aren't expecting this to be anything other than blue...
-
I just hope it doesn't look like someone found the boolean button in Blender and started dicking around by combining cubes into a cluster**** until they made something that looked sort of like the retail Orion.
But so far, it doesn't look like that, and it does, in fact, seem to be going in the right direction. I approve. :yes:
-
Very well done, sir. Looking forward to the final product.
-
Very well done, sir. Looking forward to the final product.
Well done indeed. And definitely looking forward to the final product...along w/ the final Deimos and Leviathan and [insert Hades' models here].
R
-
This and the Deimos are two Hades' models I'd really like to see.
-
(http://i293.photobucket.com/albums/mm56/HLPHades/gtdorion2.png?t=1329104927)
-
Nice work, Hades.
-
I just hope it doesn't look like someone found the boolean button in Blender and started dicking around by combining cubes into a cluster**** until they made something that looked sort of like the retail Orion.
There's a boolean button in blender? Where's that at?
Also, nice model. yay.
-
Great work!
So when you finish this model are you going to make a model of the Orion edited to have the beam hole through the middle of it (referring to FS2 intro)? ;7
-
Indeed, Trashman's version of the Legion looks somewhat outdated now.
-
This looks awesome so far. Can't wait to see this thing textured. I always hated that old blueish one, makes it look like a denim plated ship :P GTD Levis or something.
I hope you aren't expecting this to be anything other than blue...
No it was never the color but rather the texture that I thought promoted that "denim" appearance I referred to.
Edit: Just to be clear, the blue color I have absolutely no problem with.
-
Ooh, did you model in those Arcadia-used girder tiles? Sweet.
-
Ooh, did you model in those Arcadia-used girder tiles? Sweet.
Yup, got the idea from Axem, that magnificent stallion.
BTW, currently the thing is about 12k triangles.
-
This looks BAD ASS
-
Will this have working/functioning fighter-bay doors like the Pheonix Rising?
Besides that, looking good Awesome!! One more thing though, will you be using the retail textures as-is or are you going to "spruce them up a bit"
-
He will almost undoubtably make an entirely new texture that follows the theme of the original. Tile maps are pretty well outdated if you are doing something for purely aesthetic reasons. Tilemaps are useful if you need something to be done quickly and look fair, but anything passed that and they fall short.
Or someone will, I dont think Hades textures.
-
Point Sab0o over to this ship's general direction. Then watch the paint fly. :p
-
Vasudan Admiral + Hades = Ridiculously good GTVA ships thus far; though a lot of people complain because they no longer resemble Duplo constructions.
-
Vasudan Admiral + Hades = Ridiculously good GTVA ships thus far; though a lot of people complain because they no longer resemble Duplo constructions.
Let's make sure to give credit where credit is due. This mesh is being built off the X3 model which you can see here (http://forum.egosoft.de/viewtopic.php?t=257628&postdays=0&postorder=asc&start=0).
Without doubt, though, Hades is a skilled modeller and he has made some good changes to the mesh.
-
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/HTLOrionTake467_WIP2.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/HTLOrionTake467_WIP1.jpg)
renders provided bt VA
-
Looking good. Hopefully the texture on the "sidewalk" will make it look like, a thing, and not a sidewalk. That's one thing I dislike about the MediaVPs model. I'm not sure if I like the elongated "V" thing. The three thingoids there make it look like it needs structural reinforcement, unless something is going inbetween said thingoids.
-
Will the dockingpoints be textured or modelled? I love it!
-
I don't have any suggestions... it looks amazing. Can't wait to see the final textured version.
-
It would be great, if the original edges remain sharp. Hades has strange tendency to smooth out most of the sharp edges of ships, like he did in Deimos, Leviathan... And now in Orion. Unfortunately it's changing original shapes and charakters of the ships. Orion should be blocky, as it was before. At this moment, Bobbau's HTL Orion and model from Freespace X3 Total Conversion are better than Hades' one for me.
-
What is really funny, is that any body looking at the Retail Models from FS1 and FS2 can more easily identify the last WIP shots as being an Orion.
More so than the X3 one, which has so many tacked on added "greebles for the sake of" and the current MediaVPs "more boxes for more stuff" approach.
Some slightly beveled edges or a few subtle curves are not going to over all detract from this model in a significant way, especially since we haven't seen it textured yet. And it is by far the closest return to Retail (while still being an upgrade) that this war-horse has seen yet from anybody.
-
Oh my, that looks amazing. :eek2:
-
Mad props for taking on the ship that's the face of Freespace, so to speak, and coming up with something both easily identifiable as the Orion and also totally AWESOME.
(http://mygaming.co.za/photos/data/500/jizz_in_my_pants.jpg)
-
EDIT: Guns are being revised.
-
I've been wondering how those turrets were going to be handled. They remind me of the big guns on old WW2 era battleships, which I think is appropriate for this ship. Kudos.
-
It would be great, if the original edges remain sharp. Hades has strange tendency to smooth out most of the sharp edges of ships, like he did in Deimos, Leviathan... And now in Orion. Unfortunately it's changing original shapes and charakters of the ships. Orion should be blocky, as it was before. At this moment, Bobbau's HTL Orion and model from Freespace X3 Total Conversion are better than Hades' one for me.
I'd imagine this complaint had been foreseen somewhat. To the point where it is, and has been, inevitable. And this is why everyone thought that an improved Orion would be impossible.
Long edit will follow.
EDIT:
What do you mean by blocky, exactly? This is an important aesthetic question. Blocky, as in "made out of straight up cubes" is not possible on a modern model while looking anywhere near on par. Blocky, as in "it's made out of huge, monolithic slabs of armor, with cannons sticking out" is exactly the look that's being sought after, as far as I can tell.
-
I just hope it doesn't look like someone found the boolean button in Blender and started dicking around by combining cubes into a cluster**** until they made something that looked sort of like the retail Orion.
There's a boolean button in blender? Where's that at?
Also, nice model. yay.
Object Mode > Select an object > Add Modifier > Boolean
Do your worst :ick:
-
It would be great, if the original edges remain sharp. Hades has strange tendency to smooth out most of the sharp edges of ships, like he did in Deimos, Leviathan... And now in Orion. Unfortunately it's changing original shapes and charakters of the ships. Orion should be blocky, as it was before. At this moment, Bobbau's HTL Orion and model from Freespace X3 Total Conversion are better than Hades' one for me.
I'd imagine this complaint had been foreseen somewhat. To the point where it is, and has been, inevitable. And this is why everyone thought that an improved Orion would be impossible.
Long edit will follow.
EDIT:
What do you mean by blocky, exactly? This is an important aesthetic question. Blocky, as in "made out of straight up cubes" is not possible on a modern model while looking anywhere near on par. Blocky, as in "it's made out of huge, monolithic slabs of armor, with cannons sticking out" is exactly the look that's being sought after, as far as I can tell.
I imagine he's talking not so much about the "slabs" as about it being angular (as opposed to putting a fillet on so many of the edges which were originally creased).
-
We are of course also paying attention to the disparity of loadouts between FS1 and FS2 and we will hopefully coming up with a modeled Turrets system that will suffice for both.
Fortunately, it only really focuses on 8 out of the 16 Turrets that we have to really worry about from a Canon perspective. This of course won't address any additional campaigns going crazy on their loadouts.
So far, between FS1 and FS2 (counting ST and ST:R) the only turrets on the Orion that situate both Turrets and Beams are: 06, 07, 08, 09, 10, 11, 14, 16. The rest of the loadout swapping is having Flak in some spots in the first 5 multi-part/multi-barrel spots, but those can share nicely enough. Otherwise it's all variations of the same type (Weak vs Standard, AAAf vs AAAh).
If there are any high standing campaigns that sport different configurations in terms of Turrets/Flak vs Beams or that are sporting additional non-Retail turret placements, I'd personally like to hear of it. No guarantee's that we will make any concessions in trying to adapt or implement them in the new model, but at the least if we don't/can't there will be a heads-up regarding it.
-
You know... there were always the Terran Turret guns that looked like they should have had rotating subsystems but never did. Any chance we could give those an upgrade?
And also this thing looks sexy as f**k. It's got Hades' trademark smoothness, but at the same time it hasn't lost the overall utilitarian appearance that made the Orion so distinct. The Orion still very much feels a design of necessity and function, not aesthetics and pleasing appearances.
-
Really, really nice. I've been thinking the orion needed doing for a while. I even attempted modelling it, before I realised I didn't have a clue. :P
My only suggestion would be (assuming you're not already planning to do this) to add even more detail to the fighterbay and runway, since mods might want the player to launch from there or dock there at the end of a mission, and I remember the current orion looking very sparse when launching from it in Mystery of the Trinity.
-
I remember the current orion looking very sparse when launching from it in Mystery of the Trinity.
That's a Hecate, not an Orion, and you are launching from one of its "wings".
-
Oops. Still applies, though.
*makes mental note to research topics before posting on them*
-
Wait what? You definitely launch from an Orion's runway thing in one nebula mission. I thought for sure it was Trinity.... :wtf:
-
That was Hecate.
But you do launch from an Orion in the final mission of FS1.
-
Wait what? You definitely launch from an Orion's runway thing in one nebula mission. I thought for sure it was Trinity.... :wtf:
You're probably thinking of a mod or campaign, cause that's definitely not in the FS2 retail campaign. Period.
-
**** just got real. I'm not seeing pipes that are too thick anywhere.
(It looks a tid bit like Lego, but that's a plus for me if anything, since it exudes blockiness without any of the ugliness)
-
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Orion/OrionTurrets1.jpg)
Deck guns, all credit goes to VA.
-
:jaw:
That is all.
-
Oops, forgot to stagger the barrels:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Orion/OrionTurrets2.jpg)
-
Not to dis this, but we've been seeing a lot of comparison shots to the original Orion, but none comparing it to the current up-detailed one. Any chance of such images?
-
Stunning work VA
-
Looks good. Are you going to make a single-barrel beam version?
-
Preferred the unstaggered barrels, but it still looks pretty awesome.
-
Looks good. Are you going to make a single-barrel beam version?
No.
-
Too bad those only fire derpy THT's :(
-
But now it's derpy in HD.
-
Looks absolutely beautiful. I have one (very minor) criticism:
(http://img846.imageshack.us/img846/8507/gtdorion2.png)
The contrast between the heavily smoothed purple section and the ninety-degree angle of the orange section comes across to me as rather jarring. I suggest that you bevel the orange line.
-
It already has been done.
-
Hey, Hades, just one question. About those turrets... :nervous:
These 'pistons', on the underside. I hate to be a kill-joy, but how on earth are you going to get them to rotate and follow the elevation angle of the barrels?
Don't hurt me if it's obvious, lads.
-
If you look carefully at the overly loud docking arms, you can see that pistons do indeed now work: http://www.youtube.com/watch?v=UW5X8obIIGw :)
(The ship is the Orestes repair tug from Twisted Infinities). Basically I just recently put Bobboau's old "look_at:" feature back into the code (haven't committed it to trunk yet though), and it works beautifully!! So, I decided to make use of it in the Orion turrets. You just specify an axis of rotation using the usual radio buttons, and also put "look_at:#" in the subobject properties of the subobject in question, where # is the number of the subobject you want it to always try and point at. For pistons you just point the base and arm at each other and connect them to other moving subobjects, and they should work everywhere! It's surprisingly easy and adds so much awesome sauce to moving subobjects. :D
Oh also, I sorta got the animated subobject sounds working too, but I need to get Goob to have a look over my code to see if there's a better way of doing it.
-
:eek2:
That's impressive, VA!
-
-explanation-
Oh. :blah:
OH! :eek:
.....gllhkdfjje......
(Runs off to design awesome looking animated parts)
Seriously. That changes...a lot of things. When can we expect it in a build?
Edit: on second thought, does that still work on turrets, (i.e., have you tested it on turrets)? I am unfamiliar with the parenting code (as with any code), so I might be wrong, but I don't think that you can assign a turret barrel as a subsystem parent. And how about the parenting 'tree' depth, or whatever it's called - I thought you could only get five levels, including detail0. Wouldn't that break this, under certain circumstances?
-
That's the beauty of it - it's for submodels, but they don't have to be subsystems. I haven't tested it for turrets, but in the past i've mounted a spinning disc to a turret arm (ie base -> arm -> disc) and that rotation worked fine, so chances are it does for turrets too. :)
You're correct that the max depth is 5 (though in my build i set it to...7 i think?) and haven't had problems so far. Also under normal use, you shouldn't hit 5 even. ie: Hull -> base -> arm -> cylinder arm, so yeah hopefully that won't be a problem either. :)
As for a build ETA, errm, a little while due to general busyness, but don't worry, it will come about! :)
Also, Goober and I have been revamping the docking animation code, which is rather more awesome now! Goob also made a SEXP trigger for animations which i'm sure will be ridiculously useful down the track when we have more animation capable ships around. :D
-
We are of course also paying attention to the disparity of loadouts between FS1 and FS2 and we will hopefully coming up with a modeled Turrets system that will suffice for both.
Fortunately, it only really focuses on 8 out of the 16 Turrets that we have to really worry about from a Canon perspective. This of course won't address any additional campaigns going crazy on their loadouts.
So far, between FS1 and FS2 (counting ST and ST:R) the only turrets on the Orion that situate both Turrets and Beams are: 06, 07, 08, 09, 10, 11, 14, 16. The rest of the loadout swapping is having Flak in some spots in the first 5 multi-part/multi-barrel spots, but those can share nicely enough. Otherwise it's all variations of the same type (Weak vs Standard, AAAf vs AAAh).
If there are any high standing campaigns that sport different configurations in terms of Turrets/Flak vs Beams or that are sporting additional non-Retail turret placements, I'd personally like to hear of it. No guarantee's that we will make any concessions in trying to adapt or implement them in the new model, but at the least if we don't/can't there will be a heads-up regarding it.
The Orion in Twist of Fate has railguns where the big anticap beams in FS2 are situated but the beam submodels would probably suffice for them unless they were too obviously pew-pew ray guns.
-
Also, Goober and I have been revamping the docking animation code,which is rather more awesome now!
This also sounds interesting. Can you elaborate?
Goob also made a SEXP trigger for animations which i'm sure will be ridiculously useful down the track when we have more animation capable ships around. :D
Why the SEXP? Can't you use script-eval in-mission to trigger a scripted animation? What does the new SEXP offer? Does it address the fact that, by using script-eval you trigger each and every one of the 'scripted' animations in the model?
Oh, and sorry about the thread hijack. Split, maybe?
-
I love this turrets, they're just awesome :yes: !
-
Overall the turrets look great, but I don't like that the outer two barrels are sloped (not sure if it's the right word... but you get the idea I hope). Wouldn't such a barrel shape reduce the acuracy of the shots?
-
thing is if you look thats how the original barrels are shaped
-
If I'd noticed that, I would have disliked it back then too. Why not take the opportunity to change it now?
-
...because it looks cooler that way ?
Am not sure what your point is.
-
It looked like that since retail, so we shouldn't be changing that. It's one of the noticeable features of the Orion, so it should be carried over to HTL version.
-
Well, some small artistic liberties can be taken here and there (look at the Sathanas and Ulysses), but not to the extent that TrashMan did with his Colossus... :nervous:
-
Andro, Trashmans' collie was explicitly modelled after the concept art. It was never supposed to be an HTL of the final Collie we got to see ingame.
-
...because it looks cooler that way ?
Am not sure what your point is.
You are not sure what my point is, when I say "I don't like that it looks like that"?
Then I'll try to clarify it a bit more for you:
I would prefer it, if the front of all three barrels were a 90° angle to the barrel itself (like the middle one alread is), because I think that would both look better and make more sense, since an angled front would most likely alter the projectiles (or whatever you want to call a plasma blob) trajectory.
It's not a big deal and I certainly woudn't be unhappy, if it stays this way (as I said before, I didn't even notice it was this way in retail... so much for it being a "noticable feature" by the way :p ). I just wanted to mention what I think about the sloped barrels and see how other think about the matter.
-
I didn't notice it until you pointed it out even after looking at the HTL model, but now that I see it, it does look kinda funny. Like you, I wouldn't mind if it's changed or not.
-
Also, Goober and I have been revamping the docking animation code,which is rather more awesome now!
This also sounds interesting. Can you elaborate?
Ok well firstly the 'docking' and 'docked' animation triggers now work correctly (turns out they've been broken for years :( ), as well as 'initial' animations for non-turret submodels. Also both docked and docking type triggers work correctly with ships that either start the mission already docked or arrive already docked. Previously they'd take no notice of whether something was docked or not, and when the ship undocked the animations would reverse, but from their _starting_ locations, basically breaking them completely.
The undocking procedure has been modified so that ships will not physically separate until the 'docked' animation types have all been reversed, meaning docking clamps will work correctly and not look retarded when undocking.
The system also now can handle when a ship with 'docking' or 'docked' animations is the dockee ship rather than the docker ship - meaning you can put animated clamps on cargo containers and they will now work correctly. Goob has also put a load of work into ensuring all contingencies are covered for cases where like, a docked ship explodes, meaning the docker ship must reverse the docking and docked animations etc. We're still working on finalising that stuff but it's close. :)
Oh and sound effects now partially work as described in the wiki. Submodels can have a starting, looping and end sound assigned as you can hear in the video, but i'm having a bit of trouble getting the location of the looping sound to update with the ship's overall motion. Pretty sure it's to do with a fault in the function in the sound code. :\
Goob also made a SEXP trigger for animations which i'm sure will be ridiculously useful down the track when we have more animation capable ships around. :D
Why the SEXP? Can't you use script-eval in-mission to trigger a scripted animation? What does the new SEXP offer? Does it address the fact that, by using script-eval you trigger each and every one of the 'scripted' animations in the model?
I haven't actually been able to test this one just yet, but from reading the code it should allow us to trigger ANY type of submodel animation (including scripted ones), and also allow us to specify a specific subtype and a direction, and even specify whether or not to snap to the end position of that animation. I think it can also trigger all animations of a specific type. Quite useful and flexible indeed! :D
So, you could set up a list of possible animation scripts (say...type scripted) for each subobject, each with a different subtype. Then using this sexp with the appropriate subtype you could call any specific animation in any direction. Combining it with the logic system of the SEXPs, you could if you were so driven use this to make a mech walk correctly. :)
Anyway yeah, this is hijacking the thread a bit so I'll leave it there. Once we sort out everything and get it all committed and in an official build I'll write up some guidelines on how to use it all. :)
-
And then FSO was MW5.
-
My overall imprssion can be summed up in two words:
**** Yes!!!
(...and I do have to curse as Marty put it all those years ago)
I have a question though:
Will this model feature destroyed subsystems?
If nothing else, the sensor array would be a prime candidate for this.
-
(http://i293.photobucket.com/albums/mm56/HLPHades/High-poly%20Orion/oriontrims.png?t=1340160737)
sup
-
Looking good. UV IT.
-
Still too much work needing to be done on it for that!
-
Then what are you doing here answering to our questions instead of doing AWESOME MODELLING.
-
because it's Hades, he needs EGO to fuel his creativity.
Seriously though, nicely done Hades, i think you have the general feel nailed in that shot.
-
(http://i293.photobucket.com/albums/mm56/HLPHades/High-poly%20Orion/orionlights3.png?t=1340185469)
-
I notice on the lower shot you have a recessed beam cannon, will you be doing a FS1 era version with a different modeled turret where the beams are?
-
Of course. Those parts are separated from the main mesh so they can be reuved fairly easily etc.
-
The ditch wouldn't make the beam cannon any harder to disable, right? I mean, given that it's quite huge...
-
No, it would not. If anything, they'll be easier to disable.
-
We do some pretty heavy testing before we allow things into the MVPs.
-
(http://i293.photobucket.com/albums/mm56/HLPHades/High-poly%20Orion/orionpanels.png?t=1342060994)
GUESS WHAT POOR INSANE **** IS GOING TO PROBABLY BE DOING THIS ALL OVER THE SHIP oh wait that's me ****
I'll of course sign any fangirl's breasts whe- wait **** there's only dudes around ****
-
May I just say that this new Orion looks totally sick? Well, it does! :yes:
-
I shall show your glorious piece to all my lady friends! (no pun intended)
-
hooray progress! work faster! XD
-
http://p3d.in/8yCzi
-
That's a serious overkill with roundings. It looks almost like a toy.
-
That's a serious overkill with roundings. It looks almost like a toy.
It actually looks more like it was built instead of modeled, imo. Right angles are also, structurally, less 'powerful' and more prone to breaking under pressure.
----
Also, update. The back of the rear hangarbar was completely redone to the totally ****ed up proportions. I plan on at least chamfering the edges of that bit, to bring the look of it in line with the chamfers on the rest of the mesh. Also a bunch of other stuff added or proportions fixed.
http://p3d.in/hpiO6
-
You just made me gain a whole new level of respect for the Orion Hades, for too long I saw it just as a flying brick with a hangar, now I love it!
*Prepares for inevitable witch hunt* :headz: :headz: :headz:
Also, don't forget the rounding can be made subtle with a good texture Kobrar.
-
Looks like an Orion. I don't mind the roundness, but it'd be nice if there were more sharp edges in some places like the hangar.
Overall, well done. Anything is better than what we currently have.
-
Well, the current HTL Orion isn't THAT bad. This one is still quite a nice upgrade though.
I don't have any complaints. It keeps the original's feel while adding details that visually make sense. I can't wait to (eventually) see the textures on this thing.
-
What's that? I need some thick cables so I can complain about this model! But nope. No complains. Just awesomeness.
-
Actually, on second look, the bricks are too heavy. Change it.
Also, turrets are too salty.
-
http://p3d.in/M8amI
-
A lot of empty plates just screaming for details. Mounts for beams are not a good idea, due to necessity of making other version for FS1-era Orions. A lot of the polys are just worthless roundings everywhere, they killing character of the model and don't have anymore purpose, and... Where are the antennas?
-
He said he was gonna make two versions. I think it looks pretty awesome. I can't really tell what's changed without a comparison shot from the last version, but that might be the point. Thumbs up
-
He said he was gonna make two versions. I think it looks pretty awesome. I can't really tell what's changed without a comparison shot from the last version, but that might be the point. Thumbs up
It's ok, most everyone who posts work in this subforum ignore Betrayal anyway.
-
SDM is also right in that I forgot to mention what changed; the large armor plates on the right and left side near the bottom rear had their trim detailing modeled in (and in the case of the one on the left of the ship, I redid the entire thing too)
EDIT: http://p3d.in/MZUjq Also, newer version with some details added. Left the earlier one up that is about 5 posts above so people can see the differences.
-
excellent work so far, but i do have two questions.
1.) are you going to put the forward pointing antenna arrays on the lower hull? (probably a dumb question)
2.) Is there going to be a portside nameplate area like on the bobbau's (if that's the right one) orion?
-
1) Yes.
2) Yes.
-
Awesome Work. Looking forward :yes:
-
Loving it so far. Keep it up! :yes: :nod:
-
http://p3d.in/Uks5S
Update. Some bits have had changed proportions to be in line with retail, trim added to the side of the engine subsystem (left) as on the retail model's texture.
-
that looks shiny and awesome and shiny. are you going to be adding more greebles? Possibly around the sharply angled bulkhead on the centerline top at the same cross-section that the runway ends which is the only spot I can see where you haven't already slathered on a whole lot of awesome...?
-
Guys, I think when he said, "GUESS WHAT POOR INSANE **** IS GOING TO PROBABLY BE DOING THIS ALL OVER THE SHIP", he actually meant it. Which is awesome.
My only request is that you find something interesting to do with the location of the engine subsystem. The texture vaguely suggests radiators or an exhaust vent, but anything would be better than having it in the middle nowhere like that.
-
My only request is that you find something interesting to do with the location of the engine subsystem. The texture vaguely suggests radiators or an exhaust vent, but anything would be better than having it in the middle nowhere like that.
Good point. I second that request.
-
Oh my dear Jesus. At first I wasn't really liking this too much as I really like the current Orion... but holy ****. Now how about the Deimos? :P
-
http://p3d.in/jiWFS I have it uploaded here but still at a loss about where to go from where it is at.
-
YAY! a new HTL Deimos! I feel it looks a lot more "mean" from the front! Good work so far! :yes:
-
Regarding what to do with it, you could remake the bottom "engine pod" and the aft section around the main engines. Make them look "sharper", like the "chin" on the bow. Also, add the "corridor" between front and aft sections. Also, the engine nozzles themselves could use remodeling. Overall, the part around the connection could use some slight modification. Right now, there's clear contrast between the old and the new model, but it's only obvious if you know what to look for. The problem with Deimos is that the aft is one big slab with pretty much the only place for detail being the engine cavity.
-
http://p3d.in/WADYs
Note about the deimos: it has bits of mine and bits of bob's deimos in it, should be obv which is which.
The Orion will NOT have the hull plating put on it, though, as it is already hitting 41k triangles without it. It's prolly mostly finished, aside from some hull details here and there, the small turrets, finishing up the modeled thruster, and the engine subsystem bit.
-
Any chance on the Orion you could add the little blocks for the lights on the side of the runway like on the current Orion? Dunno why but I really liked that little bit of detail.
-
http://p3d.in/jiWFS I have it uploaded here but still at a loss about where to go from where it is at.
There's docking points port and starboard, you could do something with those.
The area Dragon called the corridor between front and aft contains the navigation system, you could give it some specially modeled windows or something.
Anything that makes the turrets look like they've been designed onto the hull in a logical way instead of just being glued-on is a plus.
-
Any chance on the Orion you could add the little blocks for the lights on the side of the runway like on the current Orion? Dunno why but I really liked that little bit of detail.
Got those already! They're tinier, though, so it doesn't break up the lines there too much.
http://p3d.in/jiWFS I have it uploaded here but still at a loss about where to go from where it is at.
There's docking points port and starboard, you could do something with those.
The area Dragon called the corridor between front and aft contains the navigation system, you could give it some specially modeled windows or something.
Anything that makes the turrets look like they've been designed onto the hull in a logical way instead of just being glued-on is a plus.
http://p3d.in/9URDO
Well, I went ahead and got the shape all finished. I just need to do stuff like that, yea, and mechanical bits.
-
I miss the pipes. :nervous:
-
I felt the pipes looked misplaced. (You mean the ones in the engines, right?)
Smoothing the model does wonders. Great job Hades.
-
I miss the pipes. :nervous:
Me too, maybe you can add the pipes but make them not as large as they were earlier.
-
Hello. Entire model looks promising, but... may i make a little sugestion :)? About the radar collumns. Their shape reminds me this.
(http://us.123rf.com/400wm/400/400/picsfive/picsfive1003/picsfive100300009/6560937-zamkna--a--z-bierka-szachowa-piona-na-biaa--ym-tle.jpg) chess pawns
How about a collumn like this
(http://us.123rf.com/400wm/400/400/VOVA/VOVA0801/VOVA080100037/2470823-anten-satelitarnych-anteny-radar-dopplerowski--techniczny-remis.jpg)? Of course with some armor on it to look srtronger.
EDIT: lvlshot large images please. -Mjn
-
With armour on the lower image I see something like the pawn, sorry
-
I think he's saying that the mid-section would look better if it's smaller, thinner, and less visible than the dish portion and the base instead of being more prominent than the dish.
-
I agree, I don't think the dishes on the original model were quite that small.
-
Dishes are bigger than the retail ones, bros, just the bases have the bit connected to them beefed up which warps perception.
-
@Hades
First I like your new Orion model.
IMHO the outlines of the ship are more clear, the old one looks very odd from certain angles.
Second I like also the look of the new Demios model, except on thing.
The old HTL model looks like they mount thick plates of armour on the bug and upper side of the ship, and those plates are separated by a rift.
(http://i299.photobucket.com/albums/mm296/Alreech/Freespace/th_screen0046.jpg) (http://s299.photobucket.com/albums/mm296/Alreech/Freespace/?action=view¤t=screen0046.jpg)
It reminds me of spaced armour: http://en.wikipedia.org/wiki/Spaced_armour
IMHO those "armour plates" look better than the windows on your Demios.
-
Dishes are bigger than the retail ones, bros, just the bases have the bit connected to them beefed up which warps perception.
Ahh, fair enough. :)
-
@Hades
First I like your new Orion model.
IMHO the outlines of the ship are more clear, the old one looks very odd from certain angles.
Second I like also the look of the new Demios model, except on thing.
The old HTL model looks like they mount thick plates of armour on the bug and upper side of the ship, and those plates are separated by a rift.
(http://i299.photobucket.com/albums/mm296/Alreech/Freespace/th_screen0046.jpg) (http://s299.photobucket.com/albums/mm296/Alreech/Freespace/?action=view¤t=screen0046.jpg)
It reminds me of spaced armour: http://en.wikipedia.org/wiki/Spaced_armour
IMHO those "armour plates" look better than the windows on your Demios.
One of the things to keep in mind is that you are referencing an HTL version that wasnt done by Volition, so that concept, while cool looking, isnt necessarily and original feature from the original Deimos.
Also keep in mind that this isn't the Deimos thread :P
-
To be fair, it's kind of both now as I had posted Deimos and stuff in here, so it fits in.
-
http://p3d.in/U4plL
Still need to redo the radar dishes, do the light turrets, antennae, and finish up some detailing here and there as well as the engine subsystem.
-
Looks really good, though the underside is a bit bland (I assume that's the unfinished area).
Can't wait to see it finalized.
-
Looking good! :yes:
However, one request, is it possible to have animated launch bay doors? :nervous:
-
That's a possibility. I'll get that looked into as soon as I get my computer recovered from the format I had to do today.
-
NEIN
The original didn't have friggen doors.
-
Can we have the mainhalls built in like on the Hatty?
-
NEIN
The original didn't have friggen doors.
**** sucks man, I don't give a damn if the original did or not.
Can we have the mainhalls built in like on the Hatty?
Perhaps, perhaps. It's not really something that ever comes into play in the actual gameplay, however, so I don't think so.
-
I think Orion mainhall inside is kinda necessary, considering almost all new models have it in some form these days. That's a nice eyecandy, I think they're an important addition, making mainhalls much less abstract.
Also, it'd be a nice idea to add doors, just make sure the ship also looks good with them removed. There are missions in which this could be a potential problem, but it's much easier to remove the doors later than to add them.
-
I don't think it's so important to add mainhalls to the ingame modeld ships because there's rarely ever a time in gameplay where you see them or go inside of the hangarbay to see them, and would frankly be wasted time and polygons that I feel would be better spent on the hull or not on the model at all.
-
Right. I mean WHO in there right mind would model a detailed fighter bay? Especially in ships like the Orion... or Arcadia...
;)
-
The Arcadia is different though. It's a stationary object that one does fly around and close to the fighterbay in a few missions, plus the fighterbay isn't as deep into the mesh as an Orion's would be.
-
I would have also preferred a modeled fighterbay, but, I would rather the extra detail be elsewhere, where it is more visible and prominent. So, animated bay-doors would be nice. (you could add a rough mainhall texture behind the door to give the illusion of an actual bay?).
-
Realistically, you'd need two doors, with space inbetween enough for any fighter or bomber craft, for the hangarbay. That way, when launching, the door closer to the inside opens, the fighter goes in, it closes, air is sucked out of the room so that it isn't lost to space, and the outside door opens, and the fighter exits.
-
Yeah, but REALISM, IN MA FREESPACE :hopping:!?
More seriously though, how would you explain the mainhalls of the Orion, they clearly have a big wide gaping hole through the hull of the ship. While you can argue that the mainhall is just an observation room/maintenance are of the ship with a big window, It doesn't explain the Vasudan mainhall/Psamtik/Hattie.
-
Realistically, you'd need two doors, with space inbetween enough for any fighter or bomber craft, for the hangarbay. That way, when launching, the door closer to the inside opens, the fighter goes in, it closes, air is sucked out of the room so that it isn't lost to space, and the outside door opens, and the fighter exits.
We know from the bastion hall that the GTA/GTVA posses some form of atmospheric containment tech so the door would be to protect the flight deck from damage, stop hostile craft entering and to keep the damn heat in when not launching rather than to keep the atmosphere in.
-
I thought that was a window.
-
Having a big open hole in the hull that's pointing straight at your hangar deck is not a good thing to have in a combat vessel.
-
Well, considering the canon Orion mainhall (specifically, Bastion's) has it, there's not much to discuss here.
Also, a modeled fighterbay is pretty much a standard. Typhon's got, Hattie's got it, Arcadia's got it, Colly's got it (note, you're never supposed to be anywhere near it's bays), which would make the Orion stand out as the only "modern" HTL which doesn't have a modeled fighterbay.
-
HTL standards of fighterbay precedence?
-
Id rather not to have a modeled bay, just a door would be enough. Don't get me wrong, even I think a modeled bay would be cool, but, lets face it, Id be happy with just an animated door than to have my fps drop by 20% when I approach the Orion (In an area that I wont be visiting 99% of the time).
-
Don't be silly. We have detail boxes.
-
Well, considering the canon Orion mainhall (specifically, Bastion's) has it, there's not much to discuss here.
Also, a modeled fighterbay is pretty much a standard. Typhon's got, Hattie's got it, Arcadia's got it, Colly's got it (note, you're never supposed to be anywhere near it's bays), which would make the Orion stand out as the only "modern" HTL which doesn't have a modeled fighterbay.
One, we don't know if that's the exit bay or a window. It is never said nor shown to be such either way, so for my sake, I'm taking it as a window, as it'd be stupid for it to be a bay entering.
Hello, I don't give a **** if other people put bays on their ships (also the Typhon doesn't have one, look again), I'm not putting one on this, and unless explicitly told by Zacam that it'd need one to get into the FSU. I feel it wastes my time modeling (and potentially texturing/uvmapping) that could be used on a more visible part of the model. Is that clear? Yes. It's clear, go away.
-
I could care a less either way, though I do think the Bastion mainhall shows off a window and not a main launch bay... the dimension don't work right... I tried with my mainhall remake.
I'm iffy on the idea of doors because I don't know how the animation code handles that. (will it need to be sexpd before fighters launch in any Orion missions? more info required.) also, none of the other canon htl ships have doors to my recollection either. and I don't recall retail textures implying doors.
EDIT: I also remembered that I think we still cant animate via translation, only rotation. of course, I'm sure VA knows a work around.
finally, the new typhon definitely does have a modeled hangar bay. sorry hades, you'll be the one who has to check again this time.
-
Ah, my bad then. I could have sworn I had looked at it recently and it didn't have one, but I think that was just the retail model.
-
Lol of course the retail model doesn't have it
-
Lol of course the retail model doesn't have it
Derp. I meant that I thought I had looked at the high poly Typhon model and it didn't have it, but it was more likely I looked at the retail model due to the texturing looking about the same.
-
hades has a solid point... the gain is minimal, but man... I had sooo much freaking fun making it for the Arcadia.
-
hades has a solid point... the gain is minimal, but man... I had sooo much freaking fun making it for the Arcadia.
Oh yes, that was quite impressive c:
Personally I would like a modelled fighter bay while it's not actually needed and serves little use other then for the immersion factor.
I'm also fine with one not being made, but personally would prefer one being made.
-
I think that immersion factor is very important, and fighterbay really helps with it. We already have the layout measured and modeled my Mjn, and the only thing to do would be to make a lo-poly version with generic enough fighters to fit into both FS2 and FS1.
-
... and I don't recall retail textures implying doors.
Ya, so the GTVA also posses some teleport tech, and the fighters materialize out of thin air nothingness outside the ship? :wtf:
-
you can call it whatever you want... that's just the way it is in fs... even still on the other htls like the Arcadia. the more pressing issue with the doors is how it will affect missions that launch fighters from an Orion. FSU isn't guaranteeing compatibility with every mod ever, but we don't want to make major changes just cause we can. more info on door animation is required.
also, my mainhalls ARE. NOT. USEABLE. first, I don't think they are scenes of the main launch bay. second, it would be easier to model from scratch than to take my assets (which as far as fso cares, are not even UV mapped) and make then low poly enough.
-
The whole discussion is kind of moot anyway. If Hades doesn't want to model a hangar himself, then he doesn't have to. If someone else wants to take Hades' model after it's finished and add a modeled hangar to it, then they're presumably free to do so as well. Spending so much time arguing about an end-stage detail seems like a waste of time.
-
also, my mainhalls ARE. NOT. USEABLE. first, I don't think they are scenes of the main launch bay. second, it would be easier to model from scratch than to take my assets (which as far as fso cares, are not even UV mapped) and make then low poly enough.
What I meant is that you already have the layout and proportions down. A 3D model you can "walk" around is a huge step up from a couple of 2D images. The Orion's bay could be based off your models instead of directly off mainhall images, which could save a great deal of measuring and trying to get everything right.
-
Have you actually read mjn's post? The hangar shown in the Orion mainhalls isn't the main hangar; the view out the window makes that clear enough. As such, using it as a template for said main hangar would be a bad idea, as it just wouldn't line up in a way that actually makes sense.
-
First: this is looking top notch.
I for one don't think it needs a modelled fighterbay, after all noone can agree on whether it needs one at all; it would be a tonne of effort that could be better spent on other things like uvmapping or greebling. Yes, I would like MOAR GREEBLE - she's a big ship with some empty looking areas. Just look at the new Medusa - there's no such thing as too much greeble. :nod:
Hades: The Orion badly needed some love. Thank you!
-
Just look at the new Medusa - there's no such thing as too much greeble. :nod:
Uh, yeah, there is.
-
Also, he probably doesn't need to lookat the Medusa... He made it after all ;)
-
it seems to me that no two orion mainhalls look the same anyways so i'd guess that they are fighter/bomber storage repair and refit bays and there would be a large airlock leading to the actual launch area. If he Modeled the otherside of that airlock, I think that would be sufficient. IMHO.
-
Are you people daft? He said he's not going to model the inside of the fighterbay.
-
Why is there a need to model a part of the ship that most players will never see through proper gameplay? :wtf:
-
Psh, who plays properly anyway? :p
-
Uh, yeah, there is.
I was exaggerating. Believe it or not I trust Hades' ability to judge how much greeble a ship needs.
Also, he probably doesn't need to lookat the Medusa... He made it after all ;)
Ah. That makes this all the more promising. But then he's not the one who gave it epic greeble - that was VA iirc.
-
That was both me and VA. VA did the cockpit area, I did the body, missile pods, and engines, and he did the wires in the engines, why thank you.
-
I apologise. I just vaguely remember you thanking him for his efforts. In any case, the new HTL Medusa is among the very best of what the FSU has to offer and for that, and all your efforts, I thank you.
-
http://p3d.in/U4plL
unlike william shatner's acting career, this isn't dead yet
-
Nice!
-
Oh man, you never fail to impress Hades! Awesome stuff! :nod: :yes:
-
What about a one barreled turret for the beam cannon on the bow?
But it looks great otherwise :)
-
What about a one barreled turret for the beam cannon on the bow?
But it looks great otherwise :)
Because it'll be used in FSPort. :V
-
Can have both. Wouldn't be the first time.
-
Wonderfull model, keep going! :yes:
-
What about a one barreled turret for the beam cannon on the bow?
But it looks great otherwise :)
Because it'll be used in FSPort. :V
Wouldn't the fsport version need the beam cannons on the sides replaced? :)
-
What about a one barreled turret for the beam cannon on the bow?
But it looks great otherwise :)
Because it'll be used in FSPort. :V
Wouldn't the fsport version need the beam cannons on the sides replaced? :)
I notice on the lower shot you have a recessed beam cannon, will you be doing a FS1 era version with a different modeled turret where the beams are?
Of course. Those parts are separated from the main mesh so they can be reuved fairly easily etc.
-
(http://i.imgur.com/MWv7GE8.jpg)
(http://i.imgur.com/SkMMeHb.jpg)
-
Hel-lo, beautiful!
-
Is it done yet, can we get it textured now :V
-
:yes: :yes: :yes: :yes: :yes: :yes: :D
-
http://p3d.in/U4plL
Update: Antennae bit is being worked on, not finished, same with the engine subsystem area (not the engines atm) and of course, hull detail. As well as model the smaller turret, which appears to be a multipart just as the retail model's did (srsly, take a close look at it)
-
Are you going to fill this big hole under the bottom turret with some details, parts?
-
Of course. I'll likely fill it with some sort of reactor, with wires and such. It's obviously too far from the engine nozzles to be the actual engine, so it has to be something that would provide it power.
-
Regarding the non-multipart turrets, might you be considering making them into very small multi-part ones using the non-standard-positioning submodel animation code?
-
Are we going to have a flight deck we can fly into like the GVD Hatshepsut?
-
Of course. I'll likely fill it with some sort of reactor, with wires and such. It's obviously too far from the engine nozzles to be the actual engine, so it has to be something that would provide it power.
Please, not reactor. It would be stupid to make the vital parts of 2km long warship's exposed, covered only by some grids (or if you really want to make reactor parts, please give them some armour) :D Maybe some engine cooler parts? Some pipes with hot gases which are made to discharge the heat from other systems.
-
Of course. I'll likely fill it with some sort of reactor, with wires and such. It's obviously too far from the engine nozzles to be the actual engine, so it has to be something that would provide it power.
Please, not reactor. It would be stupid to make the vital parts of 2km long warship's exposed, covered only by some grids (or if you really want to make reactor parts, please give them some armour) :D Maybe some engine cooler parts? Some pipes with hot gases which are made to discharge the heat from other systems.
Agreed. Radiator is better than reactor.
-
By that logic, a radiator would be the same kind of weak spot.
-
By that logic, a radiator would be the same kind of weak spot.
rector gets popped and you are dead in space, a radiator gets slagged you still have a chance to escape if nothing else
edit
also radiators logically need to be exposed to space to work
Reactors have no reason to have direct access short of ejections and are better off burried deep in the ship to protect them so long as you have sufficient cooling
-
Could be like the Hatshepsut reactor. The subsystem looks like hull until you blow it up, at which point you expose a reactor.
edit: no wait totally fill the space with meson bombs XD
-
Is the hole where the engine or reactor subsystem is?
-
Engine. The Orion doesn't have any "reactor" subsystem.
-
I still think that it will be better to fill this space with radiator's pipes. Destroyable reactor subsystem might be a funny thing but it shouldn't look like this (exposed)
-
There's a lot of detail in the texture this thing is replacing that can be expanded upon. I get the feeling it may end up looking like a mash of radiators and generator equipment.
-
I'm not convinced that it can't be a reactor (especially since destroy reactor subsystems for other ships don't disable them outright unless FREDded to do so), but radiator explanation makes a lot of sense and probably act as a psuedo-reactor anyway.
Could always try for radiators and armored fuel tanks that feeds into the engines.
-
Honestly I vote we let the Rule of Cool win out over any overly-elaborate explanations. :p
-
^ this
-
Yes, rule of cool.
Cause at the end of the day while you are playing freespace, it's better to gaze upon a cool shaped Orion than a boring floating cube of death.
-
form follows function people
rule of cool is a stupid rule, something can be perfectly functional/cool looking and work at the same time
-
rule of cool is a stupid rule, something can be perfectly functional/cool looking and work at the same time
Really? If a model can be made to be functional and look cool at the same time is a win-win situation, if not and you choose to make a model just functional and ugly it will not get used if there's another option to replace it IMO.
-
Rule of Cool FTW!
Srsly.
-
Plus we're dealing with a theoretical future, let's not forget that. Almost anything can be functional because we have no idea what the technologies of this time period are like, and we are limited only by our imagination.
Srsly this is what pissed me off about the Infinity people-- 'OMG UR SHIP IS TOO UNREALISTIC FIX EET.' Really? We're several centuries into the future and you're calling a spaceship that can decelerate from FTL speeds in less than an AU without pancaking its entire crew 'unrealistic' just because the main viewing port of the control tower isn't flat?
Sorry for the tangent. Rule of cool, yes. Just keep it stylistically in-line with the Orion and everything will be fine.
-
form follows function people
rule of cool is a stupid rule, something can be perfectly functional/cool looking and work at the same time
This is why we can't have nice things.
-
Yes, rule of cool.
Cause at the end of the day while you are playing freespace, it's better to gaze upon a cool shaped Orion than a boring floating cube of death.
This ^. Any thing mechanical looking will suffice to fill in the hole, it doesn't really need to be functional. Hell it could be a waste processing plant for all I care, just as long as it looks cool and fills in the space I'll be happy. Very nice work there Hades.
-
Well right now it's just a hole... what's so "cool" about that?
-
Well right now it's just a hole... what's so "cool" about that?
:rolleyes:
-
Yes, rule of cool.
Cause at the end of the day while you are playing freespace, it's better to gaze upon a cool shaped Orion than a boring floating cube of death.
Ey, don't say things like this. Floating cubes of doom are also cool :D
-
At my Thanksgiving table, if I complained about the stuffing in the turkey because it had a reactor or radiator in it, the only thing I got was a smack in the face.
I'll stab youse guys. I promise.
-
At my Thanksgiving table, if I complained about the stuffing in the turkey because it had a reactor or radiator in it, the only thing I got was a smack in the face.
I'll stab youse guys. I promise.
thanks
please stab matth first though
he's just spewing ad hominem crap again
-
You know what... Just do what you planned. it doesn't really matter if you call this thing reactor or whatever. Even if the model has such subsystem included, it doesn't mean that we have to notice that in main campaign for example (proper flags in .tbm?). If you would like to make a mission where for example, we are fighting against NTF destroyer and if you destroy this subsystem, then the Orion loose some hitpoints etc. No problem then, just modify the ship's table. Two minutes of work.
I've been always following my rule. "If you don't like something, don't use it or change it to make it suitable".
-
If a subsystem has no hitpoints and is untargetable (both table things) then it will affect gameplay minimally.
-
You know what... Just do what you planned. it doesn't really matter if you call this thing reactor or whatever. Even if the model has such subsystem included, it doesn't mean that we have to notice that in main campaign for example (proper flags in .tbm?). If you would like to make a mission where for example, we are fighting against NTF destroyer and if you destroy this subsystem, then the Orion loose some hitpoints etc. No problem then, just modify the ship's table. Two minutes of work.
I've been always following my rule. "If you don't like something, don't use it or change it to make it suitable".
I was kidding. I just wished to imply (by directly stating) that I would physically harm you all (tough man, I am!)
-
http://p3d.in/U4plL
Started detailing towards the nose, close to the multiparts
-
The Orion will NOT have the hull plating put on it, though, as it is already hitting 41k triangles without it. It's prolly mostly finished, aside from some hull details here and there, the small turrets, finishing up the modeled thruster, and the engine subsystem bit.
Not that I'm complaining, but it would seem you are a liar, sir.
-
The Orion will NOT have the hull plating put on it, though, as it is already hitting 41k triangles without it. It's prolly mostly finished, aside from some hull details here and there, the small turrets, finishing up the modeled thruster, and the engine subsystem bit.
Not that I'm complaining, but it would seem you are a liar, sir.
I saw Aesaar hitting closer to 100k with his Raynor and knew that I, with my 25k Apollo mesh, could not be out polygoned by such a fat man.
-
You meddle with forces beyond your comprehension, Hades.
-
The Orion will NOT have the hull plating put on it, though, as it is already hitting 41k triangles without it. It's prolly mostly finished, aside from some hull details here and there, the small turrets, finishing up the modeled thruster, and the engine subsystem bit.
Not that I'm complaining, but it would seem you are a liar, sir.
To quote his title "FINISHING MODELS IS OVERRATED".
-
... and I don't recall retail textures implying doors.
Ya, so the GTVA also posses some teleport tech, and the fighters materialize out of thin air nothingness outside the ship? :wtf:
Belated sarcastic answer...
Alt+J
-
Old link broke, here's the new one. http://p3d.in/eqbjM
Also a bit more detail work on the front bit done, wiring will come later (when I CBA to do it, it's extremely time consuming)
-
Old link broke, here's the new one. http://p3d.in/eqbjM
Also a bit more detail work on the front bit done, wiring will come later (when I CBA to do it, it's extremely time consuming)
Looking awesome as always Hades! Good job :yes:
Btw, are those circular thingies (above the Thrusters and elsewhere on the ship) AA beams?
-
Love the progress so far mate
-
I love the way you are hollowing it out. It's amazingly accurate to the canon Orion, while reinterpreting the textured trusses as actual hollow trusses.
Please do more of that! :yes:
-
Btw, are those circular thingies (above the Thrusters and elsewhere on the ship) AA beams?
They're not, it's some texture detail thing, which is probably escape pods like the ones on the CR90 or something.
-
Nice to see more armour plates on the hull :D Over rounded parts are not as much noticeable as they were before. Can't wait to see the final mesh.
-
Why did you model the name on the nameplate? I know you could just have a separate blank model that makes use of nameplate textures, but it'd be kinda weird to see a modeled name in one mission and a textured name in another.
-
I really hope that's just Hades having fun.
-
It is.
-
http://p3d.in/eqbjM
-
*drools*
-
no longer a giant cube of death eh?
nice work :yes:
-
Looking good, Hades. I like how dense and unified your model is.
A small critique: the recent greebling over top of the nameplate looks a bit arbitrary. I don't know if you have a plan with the texture, but it's something to be aware of.
-
A small critique: the recent greebling over top of the nameplate looks a bit arbitrary. I don't know if you have a plan with the texture, but it's something to be aware of.
The place above the nameplate was the same tex as near the front, I'm just greebling it too for consistency's sake.
-
Aren't things like all those tiny pipes near the front the kind of thing that's best left to normal maps? Not that more detail is a bad thing, but freeing up polygons there would allow more detail in other places. Plus, the difference between details that small and well done normal maps is barely going to be noticeable.
-
Doesn't he need a high poly model in order to make the Normals? Afaik, Hades is not as foolish as I would be about poly counts!
-
According to p3d it's only at 38k. He's got -plenty- of polies to spare if the new Sath, Hades, Arcadia, Typhon are any example.
-
Doesn't he need a high poly model in order to make the Normals? Afaik, Hades is not as foolish as I would be about poly counts!
Baking a super high poly mesh is one way to create normal maps, but it's not the only way, and not the way most FS normal maps are done.
According to p3d it's only at 38k. He's got -plenty- of polies to spare if the new Sath, Hades, Arcadia, Typhon are any example.
If the wireframe view is to be believed it's not entirely triangulated though.
-
OK, and? At worst it's at 76k. But I doubt it's that high.
Hades is 104k total for detail0 (includes all subobjects and destroyed variants, not lods or debris.). Sath is 199k. Arcadia is 80k.
He is definitely not at a point where he needs to be cutting polies. Let's just let Hades do his thing and we can worry about the poly count later.
-
The Orion, as of now, is only 72k triangles.
-
Hades is 104k total for detail0 (includes all subobjects and destroyed variants, not lods or debris.). Sath is 199k. Arcadia is 80k.
Ah! So that is why I stutter all the time when missions have more than one Juggernaut! :D
-
link is broken :(
-
http://p3d.in/IGlFO
-
Hades, you Magnificent Bastard. This model is already sexy as hell and then you go and add escape pod hatches and cargo doors and... well...
...I need to go change my pants. STOP RUINING MY PANTS.
-
http://p3d.in/IGlFO
Holy ****! That's some awesome detailing/greeble there Hades! :cool: :yes:
-
Oh, yay, you changed that weird looking curve. Looks pretty ace now! :yes:
-
I like that truss section on the belly, although the turret there looks kinda weird on that tower.
-
Why TerSlash on the right side is smaller than the ones on the left side?
-
Probably because one of the two is a BGreen, not a Terslash...
-
Probably because one of the two is a BGreen, not a Terslash...
Orion has two beams on the right side. Bigger - BGreen behind hangar and smaller, above airstrip. I'm talking about smaller one.
-
They're the same size.
-
GTD Orion (View in 3D (http://p3d.in/IGlFO))
(http://p3d.in/model_data/snapshot/IGlFO) (http://p3d.in/V70ho)
-
WINNING
-
Gotta love the new Orion, fantabulous work, awesome.
-
(http://24.media.tumblr.com/tumblr_lzpvpqtxiL1rn95k2o1_400.gif)
-
Nose BGreen multipart **** yeah.
Hoped it would be bigger though...
-
I agree. Forward cannon muzzle must be bigger. What we can see here looks more like a muzzle for a railgun. It looks kinda weird when in the other part of the ship we have the same beams... but with huge emitters.
I demand a bigger calibre for the forward BGreen :D!!!
-
hello nerds
http://p3d.in/IGlFO
Bit of an update, starting work on the back and the left side finally. Will add wiring once all of the dark blue bits are done (since it's annoying as ****)
-
Goddamnit Hades are you done greebling yet. :P
-
Goddamnit Hades are you done greebling yet. :P
pretty much never
-
The Orion needs to be fractal. The more you zoom the more greebles appear, ad infinitum.
-
got pipes???
nice looking ship man. :yes:
-
The Orion needs to be fractal. The more you zoom the more greebles appear, ad infinitum.
Greebles on hadrons.
-
Damn Moonspeak.
-
Oh, you changed the engines a little bit. These are better :P
-
http://p3d.in/IGlFO
modeling on lights on the dark blue bits, **** sanity
-
FRIGGIN' TEXTURE IT ALREADY
JESUS MAN
MY PANTS
I'M TIRED OF WASHING THEM
-
FRIGGIN' TEXTURE IT ALREADY
Does that mean you're volunteering to unwrap it? :drevil:
-
Oh man, that tube thing you put on the lower part, I hope it turns... i really hope it does.
-
FRIGGIN' TEXTURE IT ALREADY
JESUS MAN
MY PANTS
I'M TIRED OF WASHING THEM
Nah, there's a lot of room to greeblerize further.
-
Oh man, that tube thing you put on the lower part, I hope it turns... i really hope it does.
Yeah, it will. It's meant to be some sort of thimagiggy that resembles the subspace drive as I used it as inspiration because I suck
-
Okay Hades, I love it when people make their ships well detailed and all, but I think when people start putting barrels in the barrels of their guns it crosses the line into overkill.
Plus I want you to work on that HTL Deimos. :d Please.
-
Yo dawg, I herd you liek barrels.
-
I bet you guys didn't even notice the nine barrels in each of the six barrels in each of the three barrels
p.s. the Deimos is currently in VA's hands, please bug him as much as possible so that he drops out of university as quickly as possible so he can finish up what he wanted to do on it :P
don't actually do that
-
I feel that the coil thing should be a bit larger, as it leaves too much empty space within the girders.
-
That empty space is obviously intended to be filled.
Don't be too impatient, young padawan.
-
Man, I'm going to have a tough time destroying the Carthage now... :(
-
http://p3d.in/IGlFO
won't be modeling the internals of the engine subsystem, it presents many problems (my biggest, it simply looks too exposed for a warship) so I'm closing it up
-
OH NOES! :shaking: where did the cool rotating thingy go!
I understand the reason, but it still looked cool tho
-
You could make it so that destroying the subsystem exposes a destroyed and borked interior with loads of wrecks and pieces coming off inside the 'engine chamber.'
-
it simply looks too exposed for a warship
I agreed, but decided not to say anything 'cause, you know, rule of cool. You still have to decide how to texture that area though...
I had two ideas - storage of fuel containers, like on the Zephyrus, with maybe a big hatch on the forward slope; or a power distribution node, resembling an electrical substation.
That is, it doesn't have to be a major engine component, it just has to be a weak point.
-
I was gonna say something about the rotating device removal, decided not to after reading my first comment.
To avoid enraging anyone and specially you Hades I'm just going to tell you that I'm very sad that part of the model was removed.
-
I'm not. Wasn't going to say anything if you chose to keep it, but I did not like it.
So I'm pleased with this decision.
-
Honestly... I'm glad that you removed this thing. Cool but you know... Looked so fragile.
-
Or maybe you can make an unfinished version of the Orion where some parts of the ship only look like wires and grids with exposed entrails. Just a suggestion so there maybe is a use for unused parts of the model.
-
You mean something like the recently-released Arcadia-under-construction model?
-
http://p3d.in/IGlFO
Pretty much the final mesh. Thanks to VA for detailing the engines a bit.
-
Very nice, though I would say that a few parts still look underdetailed compared to the rest. Particularly the hangar area but also the bottom of the ship, the left side near the back, and the area around the very top multipart turret.
-
YEAH MORE GREEBLES COME ON FINISHED MODELS ARE UNDERR... wait, the last mesh is actually very very good. Congrats! :yes:
-
Underdetailed? I'm sure you already won't see most of the tiny modelled details when the really complicated looking textures are on top of all of that until you take a close look.
Majestic model!
-
Do you still have a copy of the older mesh Hades, with the exposed innards? Might be cool to include, expose it when the engine subsystem is destroyed? Although I don't know how converting from an engine subsystem to an engine submodel would affect balance.
-
release both versions, subsystem version for mvp submodel for those who want to use that feature?
-
Great work Hades! Personally, I still don't like a couple design decisions you made, but what the heck, it's a superb piece of modelling :)
-
Do you still have a copy of the older mesh Hades, with the exposed innards? Might be cool to include, expose it when the engine subsystem is destroyed? Although I don't know how converting from an engine subsystem to an engine submodel would affect balance.
My issue with things like that is, how would field repairs that you see somewhat often work then? What happens when the engine subsystem is blown up and open and they "fix" it?
Not to mention a version with and without would take a lot of work to do...
-
Well, switching a submodel for a subsystem is not easy when you need to be keep retail compatibility and be aware of just how often the Orion has been used in mods. The only way you can do it in order to keep subsystem hitboxes the same is to do it like RgaNoris and I did on the Arcadia. (For those too lazy to look at the POF, detail0 is basically split into chunks that are the size of the original subsystems. That's we got holes in the platform when the communications is destroyed and whatnot.. because the submodel is HUGE.) That method works easily enough on a station and model that isn't used like a combat ship where hitboxes are extremely important all the way from 100% to 0% hull integrity.
Doing this on the Orion could prove to be quite the chore, especially if we wanted to do it without alienating a bunch of mods arbitrarily. And even then, it might be more work than it's worth. Such is the nature of the beast when doing retail upgrades.
-
http://p3d.in/IGlFO
Okay, now it's much, much closer to finished, changed the hangarbay-side detail a little bit. :P
-
Superb work, can't wait to see the textured version of this beast.
-
I see you salvaged the spiny thing.
-
I see you salvaged the spiny thing.
Huh? Where?
-
Sensor suit, the round one.
-
I see you salvaged the spiny thing.
Huh? Where?
I think that he is talking about this round dish inside the sensor antenna's pod. Check it out.
-
Sensor suit
This? (http://www.bloomberg.com/image/iqbi1p_gyhzU.jpg) :wtf:
-
I think he means "suite" :)
-
Yes I know, I'm just giving him a hard time about it :P
-
Yes I know, I'm just giving him a hard time about it :P
I'll shank you, yo
-
Are you done yet :P
-
One does not simply ask Hades when he's "done."
-
FINISHING MODELS IS OVERRATED
-
(http://oi59.tinypic.com/28hcr9c.jpg)
(kudos to BlackWolf for the image)
e: in my excitement to post this pretty awesome picture that BW made, I forgot to mention that the main thing changed was the front as seen in said picture.
-
Niiiiice. :yes:
-
I know it's a stupid question, but I must ask. Where'd the other turrets go?
-
In prepping for UVMapping, the duplicate turrets have been deleted as only one needs to be uvmapped. Uvmapping the same geometry multiple times is wasted work.
e: which I forgot to do for the big beam slashes, RIP
-
Ah, I see. Makes sense now.
-
In prepping for UVMapping, the duplicate turrets have been deleted as only one needs to be uvmapped. Uvmapping the same geometry multiple times is wasted work.
SO IT'S HAPPENING?!
-
:wtf:... :eek:... :eek2:... :doubt:... :nod:... :yes: :yes: :yes: :ick:...
-
The Orion, Fenris, and Leviathan models coming down the pipe have me wondering if this is all building up towards a new fsport release... thoughts?
-
Nope, just regular improved models.
-
Update. Redid a lot of detail around the hangarbay, including completely redoing the chunk of armor that the right-side BGreen sits on. Also added some detail to the left side, just fore of the bgreen there.
-
Looks smexy, I can't wait to see this beast in game! :yes:
-
I rather liked the previous version, but this works too. What prompted the change?
-
I was looking the model over and did not like the old armor chunk, the detail on it looked weird, it was flat, and the intake things in the front were were and out of place. The detail I changedo n the places I did simply had three lazy-looking strips on them and I wasn't satisfied with that, either.
-
I was looking the model over and did not like the old armor chunk, the detail on it looked weird, it was flat, and the intake things in the front were were and out of place. The detail I changedo n the places I did simply had three lazy-looking strips on them and I wasn't satisfied with that, either.
This post looks like it got mangled by too many edits, and no final proofreading :p
-
Personally I'm not seeing the change.
-
For reference, I'll re-upload a slightly older version of the mesh.
old:
new:
-
Ah, I see now. Thank you.
-
I liked the intakes, too bad they are gone :sigh:
-
My god no intakes? How's that thing going to breathe in space now? :eek:
-
Yay for not just using the same p3d url every time. Is there some total filesize quota you're worried about, or... why do people do that?
-
Yay for not just using the same p3d url every time. Is there some total filesize quota you're worried about, or... why do people do that?
Filesize. I'm limited to 100 MBs, and the Orion itself uses around 15mb or so I think.
-
Do you think the new greebling at the nose can be applied in three dimensions around the ventral turret, or does that require a different approach?
-
Goodbye turbofan.
Hello truss depth.
-
Looking good, only thing I might adjust is upping the size of the radar dishes. Top hull looks a little lonely with the current ones, I think bigger dishes would really nail that classic silhouette.
(http://i58.tinypic.com/23vaqo9.png)
Big clunky dishes add a bit of that CV in space flavor.
-
Yeah, I made them larger. P3D updated.
-
Question, I remember seeing three turrets mounted on the top side of the hull, however I only see an obvious position for 2 of them, the one on the front of the nose (Shown) and one near the radar dishes (turret not visible). Was that changed or is that a rendering thing?
-
The duplicate turrets have been removed for uv-mapping purposes. They will be back in the final version.
-
So who's the poor bastard that got the job of UV mapping AND texturing this (beautiful) monstrosity?
That would be me. So far I've got a basic metal texture and the main hull will be UV mapped within 2-3 weeks. It would normally be done sooner but I'm back in school so I have less time to put towards it. There are going to be two diffuse maps, one for the hull and one for the turrets, radar dishes, and greebles.
In the mean time, what do you all think of this color scheme for the Orion?
(http://i.imgur.com/Hd86C4A.png)
-
Needs to be a bit blue-r to be more in line with the original, but it looks nice.
-
no, the original texture is kind of a washed out purple/blue sort of color, it's the mvp texture that brightens all of the orion textures up by 200% and makes that texture into light blue
p.s. dahblout poor basterd
-
I think the color looks right to me, but would probably need to see her wearing it to know for sure. ;)
-
oh dahblount I feel for you I really do.
Best of Luck!
-
Thanks all. The color scheme isn't set in stone, I have a back up of the base metal texture without the multiplied color and I may even use several different metal textures through out the ship to give it a bit more variance.
At this point in the game I've got almost half of the main hull marked using Blenders Mark Seam tool. Hopefully I'll get some decent looking UV islands out of it.
-
no, the original texture is kind of a washed out purple/blue sort of color, it's the mvp texture that brightens all of the orion textures up by 200% and makes that texture into light blue
p.s. dahblout poor basterd
Ah yeah, that's what I meant. But the Orion textures I remember being just a tinge more blue-y - sort of like the Arcadia, rather than this washed-out purple.
-
It may look purple to some, but I guarantee you that it is a shade of blue shifted towards gray. I believe the rough RGB value I used was around 100,115,160 but if needed I can adjust it a bit to look more blue or even gray.
-
http://fsport.hard-light.net/extras/galatea.jpg
This seems to be a pretty decent reference if people want to compare colors on the same screen/color calibration (just keep in mind there's some sort of specular highlight or weird bloom on the bright parts of the ship. The diffuse map is easily much darker). The color you picked looks good to me.
-
I think it needs more colour than it has, and it needs some kind of change to the detailing to make it look more like metal than concrete.
-
Is this good?
(http://i.imgur.com/VnYKV3H.png)
-
Looking great there! It still needs to look a bit more metallic, but it's good.
-
That looks too corroded, really. If you're going to add plating lines etc. over the top of this, the first texture would actually be fine (or you could reduce the density of the mottling on this one and add more of a 'brushed' look).
-
I was indeed going to add plating to the texture and then give it some more light/dark and blue/gray variance on different plates.
If the first texture is fine then great. Just remember that both textures are essentially metal textures with colors overlayed.
-
This is beautifull.
-
Perhaps this is better coloring?
(http://i.imgur.com/1alSgpE.png)
-
I think the first one looks best... it could maybe have the saturation bumped up by a percentage point or two, but nothing drastic. If you were feeling particularly adventurous, maybe hand on to the third texture, and apply it on a separate layer at the end of the texturing process - that way you could have a nice, clean FS1 (and Frontlines ;)) Orion, and an older, more corroded FS2 Orion.
-
and an older, more corroded FS2 Orion.
GTD Minnow hulk from AoA anyone? ;7
I can work with that, in fact we could definitely use some texture variation around here.
-
The Minnow/Legion hulk would be nice, too. :) An Orion with a great big hole in the hull used to pop up once in a while. Transcend also featured one. It could be nice to have a holed version of the model, or at least rusty/wrecked textures.
-
Well Blender does have a Boolean modifier, perhaps I could make a version of the model with a hole through and craft an extra texture set for that.
-
Well Blender does have a Boolean modifier, perhaps I could make a version of the model with a hole through and craft an extra texture set for that.
Don't trust Boolean. This modifier is... It's just a b***h at all o___O.
As for the texture, I prefer more rusty version. And my personal appeal for You, if You really want to texture this: Keep original hull plating lines or similar pattern to original textures. Nothing ruins feel of the ship like changing plating lines.
-
Considering I've modeled in several bits from the texture all over the model, I don't think that'll be a problem.
-
Don't trust Boolean. This modifier is... It's just a b***h at all o___O.
As for the texture, I prefer more rusty version. And my personal appeal for You, if You really want to texture this: Keep original hull plating lines or similar pattern to original textures. Nothing ruins feel of the ship like changing plating lines.
I've never had a problem with the Boolean modifier. I can see where you're coming from though.
And as Hades stated, most of the texture detail is modeled in now, so now worries on that front. If there are any lines missing from the original texture(doesn't appear to be the case) I will try and work them in.
-
Boolean is a tool, and like any other tool, it's no more inherently good or bad than the way it's used. If you want to use it to, say, put a cylindrical hole through an Orion mesh, it's really good at that, so long as you clean up you're geometry afterwards. It gets its bad reputation because people forget to clean up their geometry, and end up with convex polies and zero width faces and things like that, that make FS2 go nuts.
I find the best thing to do with Boolean is to use it to generate verts in the correct places, and then manually connect the new vets to the old ones in a sensible, efficient manner.
-
This is true.
I'm actually going to apply a recent experiment I did involving the Displacement modifier and the Boolean in tandem to make a holed Orion. Might as well put a few decks in for good measure.
-
I know some other good method and it's the best for me. Use Boolean on previously separating fragment that you want to modify, than merge it with your main model again. You can add more faces to make it magnifold temporarily, as Boolean does not work with more than one mesh. Select main model as active. It will save you a lot of time clearing the geometry afterwards. BW's method sounds good too, but I'm not sure if Blender has such an option.
-
That seems to defeat the purpose of the Boolean imo.
Anyways, work is going smoothly today. I've got plans written up for the Carthage and Bastion now. I would like to thank you all for helping me get the textures finalized, means I'll have more time to actually texture.
I should make Hades pay for my coffee expenses :p
-
no im poor
-
The first texture is definitely best, though if you could do something to break up the longer streaks it would help - I'm not sure at what scale this image will be used, but I figure we don't want features like that to be bigger than a bomber. I like the layered wires of the second image, but I don't think it would be appropriate on the entire ship, and the goopy mess on top of it just looks odd.
-
I'm actually scaling the UVs up, tiling the texture and baking to an 8192^2 texture, then scaling it down to 4096^2 for release and 2048^2 for MVPs. The method I use makes the texture detail higher because it is like the image is continuing infinitely. For an example of this method, view my tilemap baking tutorial here (http://www.hard-light.net/wiki/index.php/Tile_Map_Baking_Tutorial).
-
So all of the turrets and most of the greebles are marked and ready for mapping. Here's a screenshot showing the current progress on the main hull.
(http://i.imgur.com/kctnQgo.png)
-
That's not most of the greebles. You've got several large chunks not even in the image. :P
-
Are You working on triangulated model?
-
Hades: Well yeah, I have them in another layer entirely so they aren't visible.
Betrayal: It's not.
-
Betrayal: It's not.
Yeah, now I see. My bad. Some lines on the wireframe looks strange a bit.
-
I've started getting the materials set up.
(http://i.imgur.com/pWfStW7.png)
Any thoughts, feedback, or concerns on the color scheme so far? The color assignment is incomplete but I'm going to be adding a few more materials and work on assigning them tomorrow.
-
Spent a couple of mins looking at it and the only thing that jumps out at me is that the recess at the top rear of the hull should perhaps be dark grey to fit to scheme. other than that its looking about right to me.
-
Hazard stripes around the flight deck please!!
-
Looks good Hades, you make me get back here everytime :D
-
I thought the Orion was a little more gray than that.
Great to see something actually being done, though.
Now about that Apollo. . .
-
I thought the Orion was a little more gray than that.
The retail Orion is significantly grayer than the MVPs version. It actually struck me last night that Hades modeled it based off of the retail textures, so I'm going to redo them in a much grayer color, with maybe a slight tinge of blue.
-
Here we go, nice colors that are closer to retail and don't drown you with blue.
(http://i.imgur.com/TKSqASr.png?1)
-
Ah! So excited to see this still going. :yes:
-
I think original Orion was darker a little bit. Keep going :yes:. I can't wait to see the effects.
-
Wow, that looks tons better already.
I think original Orion was darker a little bit. Keep going :yes:. I can't wait to see the effects.
Maybe a little bit darker. A lot of it may depend on how it looks when actually in space which is why I wasn't entirely sure about the hue when I mentioned it.
-
More progress already? What am I a workaholic?
(http://i.imgur.com/mdWmzkS.png)
dat ass
(http://i.imgur.com/m1qUyc7.png)
One of two multipart turrets on the nuOrion
(http://i.imgur.com/d6W0NwM.png)
-
Oh jeezus
I really want to have a hand in making the textures for this
-
it's amazing how much a little bit of color shading can already improve a model :)
-
Absolutely beautiful. You're doing a great job here DahBlount and I can't really say anything else other than to keep going - you've pretty much got this handled.
-
Thanks!
I started moving the UVs into actual textures today, so you'll be able to see the difference soon enough. I also switched some of the materials around so as to more evenly distribute color.
(http://i.imgur.com/qfavwQa.png)
(http://i.imgur.com/pw4TKmt.png)
This shows a subobject that has been entirely moved into a texture.
(http://i.imgur.com/Uu0JIMy.png)
Yes I know most of the subobjects don't have materials applied, that's because I have a really weird work setup. D-don't judge me!
-
Wow
-
Looks great. I'm particularly loving the gold trim - there was always a hint of gold in the retail Orion textures that I noticed and I'm disappointed the other HTL Orion never picked up on that because I felt like it was one of the things that connected the Orion to the Arcadia.
-
Looks great. I'm particularly loving the gold trim - there was always a hint of gold in the retail Orion textures that I noticed and I'm disappointed the other HTL Orion never picked up on that because I felt like it was one of the things that connected the Orion to the Arcadia.
You can blame Hades, he's continuously told me to texture it like the retail Orion. This, of course, means there are significantly less purple/red tints and the gold trim is being brought back in a more noticeable manner.
-
(http://i3.kym-cdn.com/photos/images/original/000/719/778/78e.gif)
It's looking awesome.
-
Looks great. I'm particularly loving the gold trim - there was always a hint of gold in the retail Orion textures that I noticed and I'm disappointed the other HTL Orion never picked up on that because I felt like it was one of the things that connected the Orion to the Arcadia.
You can blame Hades, he's continuously told me to texture it like the retail Orion. This, of course, means there are significantly less purple/red tints and the gold trim is being brought back in a more noticeable manner.
Giving thanks to Hades creative direction.
-
It's the boxiest ship I've seen so full of win up to this moment.
Keep up the nice work Dah :yes:
-
I always thought the purple/blue was more hull color and the hints of red were from specific bits of equipment. IIRC there's a few radiator looking things on the retail Orion that are all reddish. I always just figured they were a bit burnt or something from constant usage.
-
The retail Orion textures have significantly less purple on them than the MVPs textures. The are some red tints on both suggesting rust/tarnish, and there are also some red lines (electrical cables?) on some of the textures as well.
-
DahBlount actually has the point. Retail Orion have less saturated hull platting and greebles texture. Current color scheme of new HTL Orion resembles retail model pretty well. I'm only not sure about yellow bits, but they can be turned into cool details in final texture.
-
The retail Orion textures have significantly less purple on them than the MVPs textures. The are some red tints on both suggesting rust/tarnish, and there are also some red lines (electrical cables?) on some of the textures as well.
Yeah, pretty much.
-
I literally rose from the dead to say that I like this model.
-
Hey there ;)
I just have a question regarding the materials:
Are you going to make unique- textures for the whole ship or are you going to use some tileable textures for it?
And please, keep on the excellent work so far :yes:
-
since the topic's been bumpped anyway, How is the recent PBR work going to affect this?
-
Well, as it seems the work has been stopped so put my Orion and tried a bit around with the stock-textures:
(http://fs2.directupload.net/images/150508/temp/xjxk9z5w.jpg) (http://www.directupload.net/file/d/3981/xjxk9z5w_jpg.htm)
(http://fs2.directupload.net/images/150508/temp/wmdchimg.jpg) (http://www.directupload.net/file/d/3981/wmdchimg_jpg.htm)
I know it´s not the same quality like Hades´ model but if the quality is good enough, i could try to finish it for the game???
-
Go for it. I'm sure people would want to try your model, myself included.
moar orions
-
Work never stopped. I fully intend to finish what I started, I've just been busy preparing for finals as well as placement exams.
Hey there ;)
I just have a question regarding the materials:
Are you going to make unique- textures for the whole ship or are you going to use some tileable textures for it?
And please, keep on the excellent work so far :yes:
Much of the detail from the original tilemaps has actually been modeled in now, so giving it tiled maps would be rather strange/redundant. If should end up with a 4096^2 map for the main hull, 2048^2 map for the greebles, then a 1024^2 or 2048x1024 map for the turrets.
since the topic's been bumpped anyway, How is the recent PBR work going to affect this?
That is a good question. I've looked into PBR map creation a bit so I'm going to try my hand at creating maps for the PBR build. That will most likely be after I finish texturing the damn thing.
-
There he is! :D
Greetings, DahBlount.
For a few days i started playing freespace ...again... well, there are already so many beautyful und awesome models.
And then i saw the "old" Orion :rolleyes:
No idea why nobody else already updated her - she is such a beautyful ship :)
But when you´re still working at the textures, then i will let you the precedence, of course :cool: :nod:
Hades model is by far the best one i´ve ever seen (and in many point, my Orion is "inspired" by his one ;)
A short side-question: Do you know if his Deimos-Class is already in texturing-process?
Would love to see her ingame, too ;)
Edit: Are you sure a 4k map will be enough for a 2000m ship? Ok, its a huge map, thats right, but i´m not sure if t his will be enough.
I´m currently working on a Vesuvius-class model for Wing Commander Saga and the Homeworld Wing Commander Mod and i am using 2k maps for it.
They are too blurred in my eyes :(
Or i´m to stupid for good texturing... i never really made it...
-
Do you know if his Deimos-Class is already in texturing-process?
Yes, it is.
-
Any pictures of that available?
While looking on his thread on page 2, i do not find anything. :confused:
-
Any pictures of that available?
Not as far as I can remember.
-
Would it be possible to make a version with the turrets rigged to bones? It would make porting it to other engines a breeze
-
I can do that. Hades will need to send me a final turret layout and I can rig all of the bones and export it to any most interchange formats. I assume you're working in either Unity or Unreal so .FBX and .OBJ should work I believe.
-
I can do that. Hades will need to send me a final turret layout and I can rig all of the bones and export it to any most interchange formats. I assume you're working in either Unity or Unreal so .FBX and .OBJ should work I believe.
Nah I'm working in Source and Blender
-
Will that be a public dump? :)
-
If it is a public dump, I have only one question...
[attachment deleted by nobody]
-
:necro:
**** it has been awhile.
Anyways, just a preliminary post to expect an update within the next week and a half as I'm FINALLY going to be free from the shackles of engineering school on Wednesday.
In the mean time, a more specific game plan has been developed regarding the Orion:
Initial release will contain relatively simple textures baked from tiles with additional detail here and there. After that, I'll start running the Orion through Quixel Suite 2.0, allowing me to not only generate non-PBR and PBR textures, but also draw details directly on the model using calibrated brushes. This will be the ultimate texture release. While the PBR textures really won't be useful for now, as builds are experimental in addition to having long periods between new updates, but it effectively future proofs the Orion for PBR builds.
That's all for now.
-
Excellent!! I've been planning on trying a tool like that for a WIP project. Good to see the Orion being worked on :D
-
And what about the Orion Refit derivative shown in Blue Planet?
-
If you're talking about the Sanctuary, there are no plans as of yet. As for the Carthage, additional geometry will probably be made to represent the tech upgrades it gets (weapons, armor, subsystems).
-
You are right. And... one more thing I would like to ask: Will this be a model to be used in the potential FreeSpace feature film if were to be produced at some point in the future?
-
You are right. And... one more thing I would like to ask: Will this be a model to be used in the potential FreeSpace feature film if were to be produced at some point in the future?
:wtf:
-
I feel like that question needed one of this response. I apologize if this is trash posting.
You are right. And... one more thing I would like to ask: Will this be a model to be used in the potential FreeSpace feature film if were to be produced at some point in the future?
lol
-
And what about the Orion Refit derivative shown in Blue Planet?
First let's focus on finishing the original Orion upgrade. The rest is up to BP team.
-
Sorry for double post guys but.
Man, I'm so grateful for mentioning the Quixel Suite. I checked out what it is and.... I'm astonished. Looks like this tool will save us a lot of precious time :)
-
Indeed. All that said however, QS won't be extremely useful until PBR builds become more widely distributed(presumably when that branch gets merged into master).
-
Update time!
The main hull UV map is nearly finished, just need to make final adjustments so that everything looks clean and then its time to do the turrets and greebles.
I've also been trying to figure out some final color settings, currently:
(http://i.imgur.com/MIeHHvm.png)
As you can see, some color assignment is still needed in the material settings but that should be easy compared to the actual UV mapping of this beast (thanks Hades).
-
that looks awesome! looking forward to the finished product :D
-
That Orion is looking good, can't wait for the final product!
-
Very nice. Keep up good work :yes: ! Orion needs this more than any other ship here :)
Okay, maybe Demon do xD
-
yo man, gimme all that orion dude
-
Give me that Orion as soon as possible
-
I've been doing more work on it, I had to redo some UVs after reworking parts of the nose at Hades request. Expect another update soon.
-
This definitely captures the greebly-brick-in-space essence of the original Orion. UVing this thing must've been a nightmare.
Though the hangar-pod section plating colors look a little TOO patchwork, IMO.
-----------------------------------
Give me that Orion as soon as possible
Please be patient. He's working on this project on his own time, and will complete it When It's Done.
-
:bump:
Non-Discord users... Beware.
This thing will happen.
-
Yaaayyyy :D
-
:bump:
Non-Discord users... Beware.
This thing will happen.
So instead of a flying brick, we're going to have...a high poly flying brick.
Well, it's better than nothing! :D
-
:bump:
Non-Discord users... Beware.
This thing will happen.
So instead of a flying brick, we're going to have...a high poly flying brick.
Well, it's better than nothing! :D
It's the highest quality of flying brick imaginable, Sir.
-
:bump:
Non-Discord users... Beware.
This thing will happen.
So instead of a flying brick, we're going to have...a high poly flying brick.
Well, it's better than nothing! :D
It's the highest quality of flying brick imaginable, Sir.
Of that, I have absolutely no doubt. :D
-
The Orion is one of my favorite ships, so very happy about this!
If you ask me, I just love the idea of it being a flying skyscraper, bristling with guns. A massive monument to tonnage and brute force. So I hope the redesign keeps that. :D
Seems like this is the golden age of Vanilla ship updates, so I hope it continues!
-
Usually I do my best to re-create original vibe of the ship + additional, cool stuff like some lights and greebles. Sometimes there are cases when I find quality of original asset not sufficient to provide me with clear artistic destination, like Aeolus or Hecate. In such cases, I go for more artistic freedom and reimagination.
Orion is not one of the bad quality assets like Aeolus or Hecate [where I love designs, but vanilla assets quality was poor], so I will do my best to re-create both original vibe and enchance it with flavour or Bobb's Orion. So yeah, expect tons of lights :].
-
dis gon b gud
-
WiP pics anybody?
(https://i.imgur.com/OFMqXxB.png)
(https://i.imgur.com/kmu9d25.png)
-
How do you work so fast!?
All of my yes.
-
Lucy awaits its completion..
-
That is a beautiful brick.
-
Lucy awaits its completion..
Ooh, a new Lucy would always be nice.
That is a beautiful brick.
Agreed. There are many beautiful things and there are many bricks, but so few beautiful bricks.
-
Lucy awaits its completion..
Oddgrim expressed will to take care about Lucy. I reserved Ravana.
-
Oh I meant that the current Lucifer would like to have a new Orion to play with :D
-
Moloch, the perpetual wallflower: no love. :)
-
Moloch, the perpetual wallflower: no love. :)
Also somewhere in my queue if I manage to recover RGA_Norris' mesh.
-
(https://i.imgur.com/l4pCMIq.png)
First texture done :]
-
:yes: :yes: :yes:
-
Chargin mah lazer. That's one nice ship!
Other than the Demon and Moloch, probably the only other Shivan ship that could use an update is the Ravana. The Cain and Liliths still look great, as do the Shivan freighters and fighters.
-
Something just occurred to me while looking at this new Orion: just where the heck is the Bridge/CIC?
-
Something just occurred to me while looking at this new Orion: just where the heck is the Bridge/CIC?
It always looked like a carrier conversion to me, so probably in the core of the main hull?
Moloch, the perpetual wallflower: no love. :)
Also somewhere in my queue if I manage to recover RGA_Norris' mesh.
You guys have kept up a ridiculous pace already, so it’s almost the last large ship left! It’s barely used in the campaign, so I guess it’s low priority anyway.
-
Something just occurred to me while looking at this new Orion: just where the heck is the Bridge/CIC?
Bridge and CIC are two completely different facilites; Bridge is used mostly for navigation, while CIC is the centre of all combat related tasks. As such CIC would be in the most armoured part of the ship, probably deep within the structure. Considering you can't maneuver a ship of this size by sight alone (that's what Watch Stations are for), locating the Bridge might be very difficult.
-
By the time this game happens it will be all telemetry from external sensors anyway. It could be anywhere on an orion, for all we know.
-
Damn, that thing is awesome. :yes:
-
You can't really go by realistic design principles, since the Fenris and other ships all have clearly visible bridges like Earth ships do. I think it's more likely they just forgot to design one!
-
You can't really go by realistic design principles, since the Fenris and other ships all have clearly visible bridges like Earth ships do. I think it's more likely they just forgot to design one!
QFT everything in games should be taken with a spoon of salt. 👍👍
-
By the time this game happens it will be all telemetry from external sensors anyway. It could be anywhere on an orion, for all we know.
Commercial sea travel and air travel run through the automation of most standard procedures today already. It is the procedures that have no standard conditions (i.e. there are too many variables involved) that don't get automated, such take-off and landing or docking at a port.
Complete navigation by instruments hits a snag when you have account for the possible failure of instruments and/or referrence data - that's why you still supplement satellite navigation at sea with methods using every tool you have at your disposal - that includes eye sight and set squares.
-
Damn that looks good :-)
-
The bridge is actually located behind the two radars on top. Secondary bridge is on the bottom side of the ship, behind the radar cluster. CIC is located deep in the hull and is not represented by any surface detail.
-
This thing will happen.
(https://i.imgur.com/I9fMRYf.png)
(https://i.imgur.com/Jqyudo3.png)
You know I wasn't joking... Right :]?
-
How do you make this stuff so fast? Are you a wizard?
-
How do you make this stuff so fast? Are you a wizard?
10 years of zen meditation. When I texture stuff, I slow down my brainwaves to Theta amplitude, and engage something close to "autopilot mode". I just watch my brain doing stuff for me, only interfering when I find something I consciously would like to be done different way...
Kidding. Just buy more beer and start painting. You will get it instantly.
-
By the time this game happens it will be all telemetry from external sensors anyway. It could be anywhere on an orion, for all we know.
Commercial sea travel and air travel run through the automation of most standard procedures today already. It is the procedures that have no standard conditions (i.e. there are too many variables involved) that don't get automated, such take-off and landing or docking at a port.
Complete navigation by instruments hits a snag when you have account for the possible failure of instruments and/or referrence data - that's why you still supplement satellite navigation at sea with methods using every tool you have at your disposal - that includes eye sight and set squares.
Commercial Sea travel isn't prone to attack by multi megaton weaponry.
-
Commercial Sea travel isn't prone to attack by multi megaton weaponry.
That's why people are demanding for such lovely painted Orions for protection :D
-
The bridge is actually located behind the two radars on top. Secondary bridge is on the bottom side of the ship, behind the radar cluster. CIC is located deep in the hull and is not represented by any surface detail.
Lets hope they have elevator chairs between the two levels of the upper bridge. :)
And holy cow, you work FAST. This is excellent!
-
I can't believe this thing is in the works since 2012...
(https://i.imgur.com/Yqe7vuz.png)
(https://i.imgur.com/2FT1VhN.png)
(https://i.imgur.com/r5Xtct8.png)
(https://i.imgur.com/or9vBTi.png)
Anyway, this way or another... I am it's end.
-
Doing God's work my dude.
-
So how soon until this bad boy is ready?
-
That is insanely beautiful... :eek2: It's incredible how it retains that classic brick shape that makes your brain go "Freespace", but just the way it looks feels SO modern, ULTRA modern. I'm genuinely blown away by these new high detail models you guys are working on.
I was curious, a lot of these new high poly ships have significant aliasing (is it normal mapping causing that? I'm way, way out of the loop on what we're using these days, old fart alert). Do we have any means, present or planned, to deal with that? I'm sure there must be some technical solution to it out there. SMAA or FXAA help mitigate it somewhat, but then I've found I need to use something like reshade to add a little sharpening to make the rest of the game somewhat clear... There's a nice balance to be found, but still, I was just curious :)
I can't imagine Freespace full of ships this beautiful, it's like a dream haha
-
There are loads of graphic settings. 👍👍
-
...and already ingame :yes: :yes: :yes: :yes:
-
this conversion is actually buggy as ****. Random shading artifacts popped up like crazy, probably from bad triangulation. Has no debris, glowpoints, destroyed versions of lots of subsystems and other stuff. It's gonna take a while before this one is released. It is likely to have lots of revisions before release. Including significant texture update.
-
this conversion is actually buggy as ****. Random shading artifacts popped up like crazy, probably from bad triangulation. Has no debris, glowpoints, destroyed versions of lots of subsystems and other stuff. It's gonna take a while before this one is released. It is likely to have lots of revisions before release. Including significant texture update.
I have no idea what any of this means, so I am going to nod my head and say yes.
...
Yes.
-
Curious thought.... Can I fly into the hangar? Is it a detail box?
-
Curious thought.... Can I fly into the hangar? Is it a detail box?
It has no modelled hangarbay. I never modelled a hangarbay for ingame usage... And I never will.
-
That's that answered 👍