Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lepanto on October 15, 2013, 03:36:50 pm
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Now that my contest model is (mostly) done, I'm starting work on a Shivan frigate. The Geryon has more broadside firepower than the average Shivan warship; planned armament is two LReds in the big dorsal "stinger", four SReds on the spikes for broadsides, and two Shivan slash beams in ventral mounts. Opinions?
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Just looking at the shape you have right now, I think it looks pretty good. Obviously there's a lot of work to be done on the geometry, but the shape is nice. The small arms that stick out help establish it as being very big. The big mouth on the front looks ominous.
Right now the only concern I have is with (what I assume is) the hangar bay at the bottom. Perhaps something that connects it with the rest of the ship? Maybe make it bigger, or longer so that it connects with the front.
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Looks good.
BTW, What's the fighter undernath? :)
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Thanks.
Dragon, that fighter's just there to help scale my fighterbay.
bobbtmann, I understand. I'll fiddle with the underside some more, and do something with the generic-looking fighterbay.
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I know that fighter is for scaling, but it's a neat design and I don't recognize it. It it released?
Also, for a fighterbay, please avoid the "big flat hole in the hull" design. I'd rather see some doors which could possibly lead to a hangar of some sorts.
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I know that fighter is for scaling, but it's a neat design and I don't recognize it. It it released?
Also, for a fighterbay, please avoid the "big flat hole in the hull" design. I'd rather see some doors which could possibly lead to a hangar of some sorts.
That fighter is the GVB Ammit, my finished modeling contest entry: http://www.hard-light.net/forums/index.php?topic=84916.0
How would I go about making animated fighterbay doors?
Update:
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All I see is a blob.
Did the model get corrupted?
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While Trashman could have been more diplomatic, I think he might be sort of seeing the same thing I am - from some angles, it's quite difficult to see the structure of the ship. I think it all flows together a little too well, to the point where everything kind of becomes indistinct. It might be worth looking at both your smoothing and your geometry and trying to figure out precisely where each segment begins and ends, and then doing something about making that definition more obvious in the model.
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It's made of vaginas and tentacles :eek2:
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and tongues. Lips.... (ok ok)
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I see two pairs of woman legs with... Meh, as Dekker said. I think the whole geometry iss a bit odd, makes the whole model hard to read without anykind of textures.
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I'm fixing up the "mouth" area in response to criticism. But, I'd like to personally request that, if you're going to offer criticism, please keep it clean. :) Thank you, though.
Is this any better? :)
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Now it looks like a Trap Jaw Ant that grew a scorpionish tail. It captures the Shivan ship-ology very well in my opinion.
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Add some more polys to arms to make them more smooth and organic like in modern HTL shivan ships. Current arms looks like from old, low-poly Nightmares models. It's always good to have some inspiration.
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Add some more polys to arms to make them more smooth and organic like in modern HTL shivan ships. Current arms looks like from old, low-poly Nightmares models. It's always good to have some inspiration.
Okay. I'm already using modern Shivan HTLs as inspiration, but I've got a lot of work to do before my model's anywhere near that level of quality.
Update:
Started on the plating, and replaced the bad-looking arms with much higher-quality ones. I know the lighting's weird around the arms.
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Your mesh is pretty messy round the arms you've added. Beware of the normals.
And stop putting a p3d link each time you made a change, the p3d link updates automatically so they're all the same. All we end up having is three times the same thing which makes the thread a bit too heavy for my bandwidth.
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Fiddled around with the look of the ship a bit, drastically revising the rear and slimming the bottom. What do you think?
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The shape is starting to look quite good, keep going in that direction pal.
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Just a heads up but you have a missing face near the rear under the lip where the bottom protrusion meets the main hull, it's very hard to see but it's gone none the less. Other than that it's looking good.
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#babyrakshasa :yes:
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This ugly bug started to be cool :yes:
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This should be my last major revision to the basic hull structure. I'm still just not quite happy with how it turned out, but I'm not about to completely redesign it now. Also, I did some more detailing.
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i think it's pretty cool now, and definitely very shivan
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Her, uh... "underside" could use some fixing to not look like, well... female private parts.
The rest is looking good though!
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arh I hate cockroaches!
Good model!
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It looks neat, but I think it looked a bit better when there were two spikes on top. The 'plates' also don't feel very Shivan - perhaps try to make them like the Demon's 'tentacles'? Hmm.
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Swept the wings inward, made 'em more spiky, and did some more detailing. Unless anyone has any good suggestions for structural changes, it's time for detailing and final adjustments to the mesh, and then I can start on the texturing.
BTW, what's a good rough polycount for a frigate-sized vessel? I'm currently at about 25k.
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I don't think 25k is anywhere near being too high for a frigate. Feel free to bump that up to something like 35k polys. Also, as a structural suggestion, I'd like to echo that post on page 1 that said the hangar should be modeled and stuff.
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the UEFg Murugan has 114k polys, so here's your answer ;)
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, made 'em more spiky
Good, follow the Way of the Spike :)
Explaination: I started modelling a Shivan gunship once. It ended up being very ... spiky
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And don't forget when you do the texturing, make sure you have normal, shine, glow and height maps.
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And don't forget when you do the texturing, make sure you have normal, shine, glow and height maps.
Though Kobrar44 is working on having height maps, they are not used by the engine at this moment.
Sure, you need them to make the normal map, but FSO won't use it.
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Though I got bogged down in unwrapping this monstrosity, rest assured, this project is still alive! :)
I've got some more work to do in properly setting up my object hierarchy, but I've started on preliminary hull textures. I know I've got a ways to go, and I'll definitely be adding some more hull plates via normal map.
(http://i.imgur.com/wNT16rZ.png) (http://imgur.com/wNT16rZ)
(http://i.imgur.com/smDnG5E.png) (http://imgur.com/smDnG5E)
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Good work, Lepanto. Keep it up with this project, and I plan to include this in my mods. Perhaps one day, I'll recruit you into my FS:R team as a modeller (Full disclosure: I've added you to my buddy list).
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Though I got bogged down in unwrapping this monstrosity, rest assured, this project is still alive! :)
Glorious! We need more Shivan warships.
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To be honest, I HAD dropped this project from lack of enthusiasm, but I think I might just pick it up again now. Before I start up again, would anybody be willing to give me some feedback on the design so far, so I know where to make changes?
Bryan, thanks, but I'd prefer to work on other projects.
I don't know if anybody out there would be interested, but I'd really like it if someone would collaborate with me on texturing this ship (and, if you're willing, also texture other modeling projects of mine.) I'd do all the rest of the work on the model, but my texturing skillz are below the community's standard, and I don't want to release ships that would never be used due to low-quality textures.
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Lepanto, you seem to be struggling with your texturing skills. I can help you with this and your other models. Can you provide me this model and textures to begin with? Thanks for your support.
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Lepanto, you seem to be struggling with your texturing skills. I can help you with this and your other models. Can you provide me this model and textures to begin with? Thanks for your support.
I'll certainly take you up on that offer, thanks. Once I've fixed this model up enough, I'll turn it over to you.
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Sounds good to me, Lepanto.
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Lepanto, you seem to be struggling with your texturing skills. I can help you with this and your other models. Can you provide me this model and textures to begin with? Thanks for your support.
I'll certainly take you up on that offer, thanks. Once I've fixed this model up enough, I'll turn it over to you.
Have you finished fixing your model up? I need that model so that I can start texturing :)
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Thanks, but I'm afraid I haven't been working on modeling for a while, sorry. I intend to finish it up sometime in the near future, though.
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When you are finished with this model, PM me, so I can start texturing it right away.
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Got it.
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After a long hiatus, I've done some more work on the mesh, taking some design cues from Betrayal's HTL Scylla.
I know the shading on the ridges is a bit wonky; any advice on fixing that?
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Edge Split and Sharp Edges
Cool thing, can't wait to see it textured :yes: !