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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: mandobardanjusik on November 06, 2011, 07:14:21 am

Title: mando's CSA WIP thread
Post by: mandobardanjusik on November 06, 2011, 07:14:21 am
hello again, this is another work in progress thread of mine, the main difference is that I am asking for advice and opinions on ships that are all alligned with the CSA (Coporate Sector Authority) and yes, these are all prexisting ships
my first ship is the 2-Warpod it has had its plasma torch replaced with a torp launcher to make it fit into a bomber role. again, I am asking for comments and advice on changes I can make to make it look better. http://starwars.wikia.com/wiki/2_Warpod
next on my list is the IRD, and IRD-A I will post pics after I recieve feed back on this one

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 06, 2011, 04:49:39 pm
ok good question, does anybody want me to continue with this ship, or drop it? if you want me to continue it, advice would be nice
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 06, 2011, 04:55:22 pm
I would finish this one, and leave the scimitar for later. We've got the TIE Bomber for the Imps, so the scimitar might be less necessary than this one.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 06, 2011, 04:58:06 pm
ok thanks bobby, mind giving me some advice ono how I can make this fit in better with other star wars ships? as the base is done, now it just needs some reimaging improvement
Title: Re: mando's CSA WIP thread
Post by: swashmebuckle on November 06, 2011, 11:44:30 pm
I'd actually like to see the Scimitar finished first, as it seems like its design is considerably closer to being FotG-ready than this one's.  I was talking to Brand, and the idea came up of using the Scimitar as a Tie-series precursor rather than a successor.  To me, it looks like a more primitive design with the bulky workhorse body, possibly something introduced just after the Clone Wars that had some of its features picked up on for the Tie line, while things like the shields and escape pod were dropped in favor of better speed and maneuverability in accordance with the evolving Imperial starfighter doctrine.  If we went down that road, the Scimitar could be used as a dedicated bomber for neutral factions or pirates during the part of the Galactic Civil War that FotG is focused on, giving those forces the type of heavy hitter that they lack in our current shipset, which would definitely be a good thing for mission designers.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 07, 2011, 04:19:52 am
ok, as I can do nothing on this without feedback anyways, and I dont object the idea as the simitar can be equiped with a hyperdrive. also I had an idea, instead of doing just a random independent, or anomynus smugglers group, why not do Talon Kardde's smugglers group as you could develop a bit more of a story, and have intelligence missions along with the normal smuggling runs, and defense missions. we could also make it the CSA's main enemy, though there will be a handful of battles agains the rebels and the empire, but not enough for a full campaign(just saying) and the smuggler's campaign is flexible

also please remember I am open to feedback on all the ships, please I can take them concurrently, and I am quick at fixes, just need your help especialy on the warpod.
Title: Re: mando's CSA WIP thread
Post by: CaptJosh on November 07, 2011, 07:43:19 am
I thought Karrde didn't really emerge as a power among the smugglers until after Jabba bought it in RotJ.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 07, 2011, 07:45:47 am
eh now that I think about it, for the most part you are right, perhaps Booster terrick, or maybe nm, I dont know

though I still have not gotten any advice on how to improve this ships design
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 07, 2011, 12:36:44 pm
...the idea came up of using the Scimitar as a Tie-series precursor rather than a successor...

I don't really feel comfortable doing that. Anyone playing our game will be like "hey, these guys didn't do their research", which will look bad for us. It also brings up the question of why did me mess with the established story. The age of the Scimitar doesn't need to be changed, the only reason we'd change it is because we have the model, and we want to rationalize why we have it.

KOTOR II did that sort of thing where they got rid of the basilisk, which was a very cool design, and replaced it with the star viper. They even managed to make the star viper look like crap. Made no sense, and it smacked of arrogance. Who were they to change that?
Title: Re: mando's CSA WIP thread
Post by: swashmebuckle on November 07, 2011, 02:36:30 pm
The EU is so bad about respecting dates when it comes to when ship X entered service that it would be inauthentic of us to try to make things completely consistent with previous sources :) 

Seriously though, while I'm not attached to using the Scimitar either way, I do think that a willingness to overwrite some or all of the EU is the most valuable asset a project like this can have.
KOTOR II did that sort of thing where they got rid of the basilisk, which was a very cool design, and replaced it with the star viper. They even managed to make the star viper look like crap. Made no sense, and it smacked of arrogance. Who were they to change that?
They are the makers of two of the best pieces of SW ever? :D
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 07, 2011, 07:28:18 pm
Bioware didn't make the KOTOR II.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 07, 2011, 07:30:03 pm
just the engine. also Bob, got any advice on fixes or changes I can do on the warpod?
Title: Re: mando's CSA WIP thread
Post by: Thaeris on November 07, 2011, 08:29:57 pm
I'll bite.

I do like the profile given on the Wookieepedia page - It gives the fighter a good sense of length, and given that it's quite large for a SW ship, that's a good call. Keeping the wing leading edge straight, or mostly straight is a good move in my book. I also like the dogtooth-esque forward kink the root of the wing makes with the engine nacelles. Giving the wing greater sweep and less span would also be a good move in my mind.

I also might suggest increasing the height of spine aft the canopy, and reducing the abruptness of the angulariy changes in the canopy sweep. If you draw from outside inspiration, I mught suggest looking to the Y-Wing grund model prop as seen in ANH, where the anguar lines of the fighter are merged with smooth rounds and curves - changes in pitch are surprisingly gentle. Making the canopy screen merge inwards at its furthest extent will also make the fighter a little more sleek in appearance as well, thus adding contrast to the old-natured, "original trilogy"-style design the fighter has. ...Which is really pretty much what a lot of OT fighters were like!

Last, I' try to put in bit more curvature into the nosecone section - the profile on Wookieepedia is a nice reference for that. In general, keep mixing blocky, industrial forms with smooth shapes, and you'll have a winner in no time.

:)
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 07, 2011, 08:36:17 pm
The biggest thing is still the neck of the ship. It feels like the ship is two separate things, with the neck gluing them together. I would suggest breaking it up. In my example I've extended the canopy a ways onto the neck, and put a step in it. It's up to you, but I'd put a break in it somewhere. The cockpit could use a small bit of rounding, just to make it feel higher poly. I also extended the wings so that they connect to the neck, which will help anchor them to the fuselage.

Here's an example:

(http://i1211.photobucket.com/albums/cc433/bobbtmann/Various/2-warpodpic1.png)
Title: Re: mando's CSA WIP thread
Post by: Thaeris on November 07, 2011, 08:42:14 pm
Hmm... I did in a sense propse deepening the fuselage, and that raster concept does it in a sense. Not what I was thinking originally, but very interesting.

If you do deepen the fuselage, I might suggest raising the wing structure, and giving it a minor anhedral, or downward sweep from the horizontal. This change will further augment the apparent size of the fighter, which for being what I precieve being an equivalent in SW to the Roc or Defiant in WWII RAF, this isn't a bad thing, if you opt to try it.
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 07, 2011, 09:28:37 pm
Deepening the fuselage would work as well, especially if it helps connect the turrets with the rest of the ship. It might mean that the wings will require a bit more integration, since the tall-ness of a deeper fuselage will be perpendicular to the wings.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 08, 2011, 04:38:15 am
ok well I am ready and willing to do some experimenting later
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 09, 2011, 05:36:27 am
ok here are pics of the modified #2-warpod, I made the recomended changes, and I do believe it is looking better. (also you are proably right about it beinng similar to those RAF planes, though I would compare it to the Black widow as well). tell me what you think, and tell me as well it style changes are needed on the turrets( I did make them smaller)

ok on another note, I wanted to say (especialy to chief) that I figured out a CSA campaign. we make it more of an introductory campaign of perhaps 3-5 missions, to help familize the player with any new controls and changes in HUD, it would include an evasion mission, a Head to head fighter mission(6 Z-95 headhunters VS 4 IRD-A's with a timelimit before enemy reinforcements arrive, you fail if you exceed the time limit), and perhaps one small fleet engagment, a medium size group of independent fighters, and a frieghter or 2 vs at least 2 marauders with a complement of IRD-as, and #2-warpods. perhaps 2 evasion missions, one harder thant he other, first vs a maruder(CSA version has 8 turbolasers), the second, a Invincible class dreadnaught heavy cruiser (bigger than an ISD, but much much older). The name of this mini-campaign would be 'Han Solo in the coporate Sector (these missions are inspired by his adventures in the book: han solo at star's end, one of the earliest EU novels, and the first appearence of the Z-95 headhunter[Published 1979]) so you would be playing as han solo of course, and the evasion missions would be in the falcon. just an idea however, fell free to use it in any way for the mod. and it may be possible to have the H-H be playable on both sides of course, and there could also be an incounter in the rebel and empirial campaigns as well, like the imp raid after they sold some tech to the rebels

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Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 09, 2011, 06:19:49 am
Looking good. The winglets could be reduced a bit, they're a bit overpowering, and the top of the canopy could be chamfered, just to make it feel more rounded and solid.

I can't wait to see this thing textured. I think the finished ship will look really good.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 09, 2011, 07:10:27 am
ok, lowered the wing tips, and did something along the lines of what I think bob was asking, I am not completely sure, and also, I did not have time for nice render

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 09, 2011, 09:41:30 am
ok thought I wwould tell you guys, that unless there are further design comments, I am going to attempt to texture the #2-warpod tonight. I also wanted to ask, do you guys have any ideas on what details I should put on it, and do you guys have a color you want?
Title: Re: mando's CSA WIP thread
Post by: shini028 on November 09, 2011, 12:35:57 pm
While I'll admit that Im not entirely sure what bobbtmann meant Im not sure the ribs that you are added are what he was talking about.  To me those look like small enough details that they should be to the normal map and use polygons on model.  Looks good though  :yes:
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 09, 2011, 02:59:51 pm
What I meant was just make the canopy more rounded. It's too angular. And winglets didn't need to be lowered, just shortened.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 09, 2011, 03:07:27 pm
ok will fix that
Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 09, 2011, 05:43:16 pm
Like this:

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 15, 2011, 11:10:25 am
ok bob how is this doing?

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 16, 2011, 08:22:43 am
ok here is a  pic of the hopefully completed #2-warpod mesh, I am going to be handing this over to my skinner today, while I begin the LOD's, also the #2-warpod is 20m in length, which makes it bigger than a y-wing
also, here is a pic of my IRD model, while I am making this one for an FOC mod, the IRD-A may be appearing in this mod (ref http://starwars.wikia.com/wiki/IRD ), though, if it can be reimagined enough the normal IRD may appear as well ( or if brand gives approaval)

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 16, 2011, 08:18:34 pm
ok here is the beginning of the #2-warpod skin, after the challenge issued to me to do it by a member or two of the group. now mind you, this is just the approximate shade I am considering using, any advice, ideas, and comments would be welcome(and I will be finding a better texture for the engine intake, ideas anyone?) and yes I still need to add a metallic base texture, and lots of paneling on the fuselage
and remember this is just the BASE colors mainly, and that skinning is not my skill, but I will do my best

update: have decided to begin with paneling and detailing prior to colors, because I will be needing at least 3 base color schemes(independent, pirate, and CSA)


ok one more pic before I go off to school, I have finished most of the fuselage paneling, which means I have turret, wing and engine left, then some detailing
update2: further progress made, and I am wondering, what additional areas should I panel, and what else I am going to be needing to do as well regarding details? (oh and in this pic, the main texture is also being using as a bummap)

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 17, 2011, 02:27:28 pm
ok, I just wanted to double check the scale myself, and explain some of the excessive paneling, so here is a comparative pic of Y-wing and #2-warpod length (used FOC y-wing model, so scale may not be perfect, but should be close

removed some asthetic paneling, here ar enew pics

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Title: Re: mando's CSA WIP thread
Post by: bobbtmann on November 17, 2011, 05:56:22 pm
I'd still reduce the number of panels, and maybe make each panel a bit more distinct. Right now it feels like a stained glass window.
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 17, 2011, 07:20:31 pm
ok I still have a ways to go(hopefully a lot tomorrow), but I do have something to show, I am currently working on paneling and detailing that will be going on the normal map, though I have thrown a few other details on as well, that will only be a texture. also I do plan to make the head/cockpit area mainly texture, and mainly based off the y-wing due to similarity

comments and advice would be nice)

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 18, 2011, 09:05:21 am
have made some more progress, thought I would give you a look. I will update as I go

added 2 more pics

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 18, 2011, 11:41:27 am
ok, now I am giving out a call for help, preferably to perhaps brand-x or bobb, but technicly its open to everybody. now, while I am skinning it myself, I have no idea how to proceed, so I am wondering if some one (again preferably brand-x, or bobb, but technicly open to everybody) can sketch up some ideas for me of the detailing, paneling, and colors, preferably around what I have so far, the base colors for CSA (default colors, there will also be pirate and neutral paint jobs) are white and red, the cockpit frame color can stay constant, remember the texture detailing you put on the sketch will remain constant, though coloring may vary, you can help me with the proper shades. thanks, while I wait for a response(soon I hope) I will begin work on the scimitar skin while I wait
Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 18, 2011, 06:54:38 pm
ok adding more detailing, will post more as I go

update, have more views and details, but really need to talk to brand or bobb, and get some further help

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 19, 2011, 12:11:50 pm
LODs done, going to commence skinning shortly


okm figured I would put this skin up as well and get some feed back

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Title: Re: mando's CSA WIP thread
Post by: mandobardanjusik on November 21, 2011, 07:51:53 pm
ok thought I would post a pic of the new UV template for appoval.

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Title: Re: mando's CSA WIP thread
Post by: newman on November 22, 2011, 04:50:13 am
You still have lots of overlapping parts, and lots of parts that aren't planar (where the pixels would get stretched and look bad). Overlapping polygons on some cylindrical parts, etc. With overlapping parts, you'll get a mess when baking ambient occlusion, and without this the model will just look.. plain. Like a plastic toy.
Now, it's good to maximize the efficiency of the uv map, but you do need to give separate parts a bit of space between them, so there'd be at least 4-5 pixels of clearance between parts when you translate it to a texture. This is because textures use something called mip mapping, which is in essence LODing for textures. What essentially happens is, the dds format saves smaller versions of the map in itself to be used at larger distances. So a 1024x1024 texture will contain mips of sizes 512x512, 256x256, 128x128, and so on. Some applications, like the Compressonator, allow you to control how many mips will you have (if at all).
Bottom line, if the parts are too close to one another you'll get a bleed through effect when mips switch. You'll also get problems with beforementioned ao baking, possibly weird edges along UV seams, etc. So give the elements some clearance. Not too much, you'll get a feeling for this as you go along.
Remember to use the checker map to check for uv distortions and see which parts are problematic.