Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: DahBlount on March 26, 2014, 10:49:51 pm
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So I decided that the Zephyrus needed some TLC and here is the current level of progress.
A bit of background: There have been several attempts at making an HTL GTG Zephyrus but none of them were stable enough for the MVPs as such I'm aiming to make this as perfect of a release as possible.
Texturing phase has started
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:yes: :yes: :yes:
Great detailing skills :)
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I recall seeing one of hlp model wizzards tackle this one, so that attempt didn't make it?
On the model itself nice work so far!
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Bevel 'Em All! :yes:
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I recall seeing one of hlp model wizzards tackle this one, so that attempt didn't make it?
On the model itself nice work so far!
Yes I believe it was Galemp who worked on it but it encountered several problems and faded into the background unfortunately.
Thanks for your support!
Bevel 'Em All! :yes:
Always!
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The Zephyrus is so nice! I used it in my one and only mission I did Using FRED2. That new texture is quite awesome!!
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P3D updated
I'm testing positioning of the gas container at the moment.
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WooHoo! Look at that sexy beast! Y'all litterally can't handle this **********r! :yes: :yes: It looks awesome. :D
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Thanks! I'm just here to make y'all happy.
As Axem said: "It looks so happy."
This is a long overdue update and I'm planning on NO TILEMAPS. This thing is gonna be tricked out with it's own splash of war paint.
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I'm testing positioning of the gas container at the moment.
I would advise that you adjust its angle to match the up-turn of the "mouth" on the front. Secondly, are you considering making perhaps an alternate model for campaign designers with the gas containers as separate models with a cargo flag, and a freighter flag for the ship itself? That way, a ship could drop off full tanks and pick up empty ones. For the stock model however, you may also want to consider making the containers as separate, destroyable submodels.
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I'm going to change the angle, just not at the moment.
It was originally planned for there to be two options, one for stock and one for modders who want to use the gas container as a cargo object.
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We are of the same mind. :yes:
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So it would seem. The only problem I see arising with the non-stock option is docking points, I'm gonna need to ask an older member for some advice on placing them.
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Now that I've got some more projects finished, I'm coming back to the Zephyrus.
Tiny little update: The Zephyrus is starting to look toothy.
(http://i.imgur.com/DQbIq0u.png)
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Very nice!
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Love me some updates :yes: It's looking good!
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Thanks! I just updated the P3D as well. The model is getting closer to being finished and I may have started UV mapping it by the end of the week.
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You might want to add some small greebles at the middle parts, like a docking port or something like that. As it stands now it's notably less populated than other parts of the ship.
The front looks nice, it could probably look better if you add something on the inner part of that dented front :D
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There is going to be a docking point under the rear facing turret (that's a retail detail). The middle ship will receive some normal mapping but I'm forgoing much of the retail texture detail in favor of something new.
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I also think the back section is underdetailed, either by greebles or something more thought out (designed plates, Star Wars like populated decks or whatever). The front section and the engine section are phenomenal, A+ effort here, really outstanding :yes:
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I need some help making a decision on the final iteration of the teeth.
Straight through:
(http://i.imgur.com/lhwEHUm.png)
Recessed:
(http://i.imgur.com/e7ZBeuZ.png)
The middle is hidden for a reason. Have fun agonizing over what I could possibly be doing!
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Straight through, I do believe you still need to add some geometry inside that hole to make it look a little more functional.
What about sloped faces that meet somewhere near the center in some kind of pattern?
edit: if what you meant with the "middle" is the center of that toothed front then don't mind the second line of this post.
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Recessed, unless you're planning on putting some geometry in the gaps. At present, the straight through makes the prongs look flimsy and prone to bending, IMO.
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Recessed looks superior.
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I vote recessed. :yes:
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Votin' for the sexy recessed.
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So +1 for recessed from me.
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Looks like recessed is what I'm going with then.
I'm going to be adding a Bussard ramscoop to the area inside the teeth as well.
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Oooo, I too like the recessed look. Looking forward to seeing what you're hiding in the middle!
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P3D updated.
Added an arm to the docking clamp.
Testing out a possible escape pod placement as well. (Y'all are the judge of this one, yay or nay)
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I spent some time making the Zephyrus manifold today. I aim to have it in the UV stage in 2-3 days.
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That looks good. Can't wait to see it textured.
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Are you adding some additional geometry stuff on the main body, and the rear parts?
As it stands now it looks a little bland (maybe not bland, but "clean") there imo, compared against the containers and front part.
-edit.
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There is some... stuff on the way.
(http://community.us.playstation.com/t5/image/serverpage/image-id/224735iE8C95F5688CF8DFD/image-size/original?v=mpbl-1&px=-1)
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Ah yeah, sorry about that. It's just you mentioned UV'ing I didn't want to just zip it until it was too late.
Keep it up! :yes:
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Yeah I've been super busy recently so I'm actually pushing that deadline back quite a bit, probably around a full month.
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Ladies and Gents, I give you, the final iteration of the Zephyrus. With love from Hades. Thanks mate.
Are you all satisfried now?
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Looks great!
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Great job. :) Can't wait to see it textured.
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Very nice!
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Frankly I had envisioned something more "Nebulon B frigate" in that vertical section, but also frankly as it is it's awesome. Great job DahBlount!
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Thanks all, now all I've got to do is mark seams and create the UV map.
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Are you really going to lock the modelling development? I think the back part is too smooth and bland compared to the front. The detail that you have in the back isn't too exaggerated in terms of bevelling, which makes it look too smooth (again, compared to the front). Also, you could play a bit more with the silhuette of the back, especially the triangular fin.
Hope that's useful :)
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As it stands, the Zeph is at more than 50k tris and I'm not overly fond of going any further over that amount. I can always add detail using normal maps as well.
I would be willing to mess with the silhouette a little bit if I knew what you had in mind.
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I think some pseudo-functional girders and pipes in the ventral fin would look good.
As for surface details in the back, maybe you could draw some inspiration from this photo: My main reservations about this model (it's great otherwise) is that it looks a bit too sleek and FS2-generation vasudan/terran tech. Personally I would have imagined clunkiness. Basically a utilitarian civilian tanker that had some turrets tossed onto it just because.
(http://www.maritimesun.com/news/wp-content/uploads/2013/09/VLCC_Tanker_2.jpg)
What's your reservation about 50k tris? That doesn't seem that high to me, considering the size of this ship.
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Change the view on p3d to wire on x-ray, you'll inmediately see the disproportion of detail between the front against the center and the back of the model.
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Have you looked at the newest update?
I added it to the first post now.
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As it stands, the Zeph is at more than 50k tris and I'm not overly fond of going any further over that amount. I can always add detail using normal maps as well.
I would be willing to mess with the silhouette a little bit if I knew what you had in mind.
The 50k Tris come mainly from the Gas Tanks, which just proves that polycount =\= detail. You can solve the Gas Tank problem with detail boxes :)
The Zephyrus is one of those odd and complex cases, because the Gas Tanks are a very high frequency noise area, that covers about 40% of the ship's area, which makes designing an HTL version of it quite complicated.
I took a screengrab of your p3d, and did a quick paintover (sorry for the imperfect perspective, but I went for speed). Note that I barely touched the wee small details, and instead focused on the big shapes, structure definition. It should add more interest when you see the ship from far away, and I believe it balances out all that "noise" from the Gas Tanks.
If you end up changing your mesh, I'd say don't be afraid to be bold and exaggerate the shapes. :)
[attachment kidnapped by pirates]
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Ah yes, on the new one the details spreads a little more.
Still, I feel that panelling work in the middle is a little tad uninspired, like random greebling. Texturing might help though, so I'm not pressing this matter.
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As it stands, the Zeph is at more than 50k tris and I'm not overly fond of going any further over that amount. I can always add detail using normal maps as well.
I would be willing to mess with the silhouette a little bit if I knew what you had in mind.
The 50k Tris come mainly from the Gas Tanks, which just proves that polycount =\= detail. You can solve the Gas Tank problem with detail boxes :)
The Zephyrus is one of those odd and complex cases, because the Gas Tanks are a very high frequency noise area, that covers about 40% of the ship's area, which makes designing an HTL version of it quite complicated.
I took a screengrab of your p3d, and did a quick paintover (sorry for the imperfect perspective, but I went for speed). Note that I barely touched the wee small details, and instead focused on the big shapes, structure definition. It should add more interest when you see the ship from far away, and I believe it balances out all that "noise" from the Gas Tanks.
If you end up changing your mesh, I'd say don't be afraid to be bold and exaggerate the shapes. :)
:eek2: That detail though. I could modify the fin and change the flanges on the rear but the rest of that may be beyond my capabilities. Also, it is important not to take too much of a deviation from the retail model however if we can get a large enough consensus that less retail == better then I'll go for it.
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See it as a learning experience :D
You take a bit longer on this one, and then you'll ace the next ones.
if you use Max, I can give you some pointers on the technical aspect. Others on HLP use Blender, so they can help you out if it's the case. :)
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Oh I don't have problems with technical stuff, I've already utilized and memorized a lot of Blenders power, the problem lies mostly in my creativity and general lack of ability.
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It's all learnable, trust me :) I teach design\drawing at my local university, so I have the experience to back that statement.
If you want, you can use my paintover as inspiration, of course.
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Indeed.
So far so good.
(http://i.imgur.com/aySDpN4.png)
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Nice. I agree with Raven, don't be afraid to get outside of your comfort zone, be bold, and take risks! You can always go back, assuming you're versioning. :)
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Indeed.
So far so good.
(http://i.imgur.com/aySDpN4.png)
Very good concept Raven. I like the details... except one thing xD sorry mate. Look at the shape of the engine flaps ;). They remind me of some part of male's anatomy.
I couldn't stop myself, sorry for that xD. I will post my own idea for the flaps within couple of hours :)
Edit. I removed the picture (it could offend somebody).
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the mods tend to react swiftly and forcefully to such comparisons.
ever since the phallus incident...
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But that's pretty... Good comparison this time :P. I love what Raven did and I really want to see details like this in actual model, but shape of engine flaps needs to be changed IMHO.
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Sorry man, but unless you're already specifically looking to see phalluses in everything, there's nothing wrong with that shape. :p
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Bunch of pervs. Everyone sees penises in whatever I do.... :P
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Admit your obsession Raven, you'll be fine. All this denial is harming your psyche.
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My shrink says that everything's normal.
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Sorry man, but unless you're already specifically looking to see phalluses in everything, there's nothing wrong with that shape. :p
Indeed. But he's from Poland, and Poles are what you get when you take US Marines, then take away the guns, the badassitude, the cammies and the limited term of service. :) I know, because I'm one, too (though strangely averse to phalluses and alcohol... Must be one of the POGs :)).
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Wtf happened to mah thread.
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people who see dongs in everything, man
they **** you up
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Wtf happened to mah thread.
Welcome to Hard Light Productions! :P
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Just thought I'd pop back in with a quick 3D update. Cheers!
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:wakka:
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That's perfect! :yes:
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Ahhh! yes yes much better :yes:
I love how the back and the lower wing looks now.
I'd ask if it's possible to look for some different greebling in the central body area, those boxes crossed with a diagonal line feel out of place when compared with the rest of the model.
Maybe replacing those with something that goes along the lines of what you have on the lower wing, it could be like carvings that hold pipelines inside that run from the front of those boxes and get into the middle of that split on the rear casing.
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Maybe replacing those with something that goes along the lines of what you have on the lower wing, it could be like carvings that hold pipelines inside that run from the front of those boxes and get into the middle of that split on the rear casing.
(http://38.media.tumblr.com/aae7ef56e005de06c2fa21afb3005f6a/tumblr_n54u6fy0px1tvqogio1_500.png)
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Looking better, keep going!
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How's this?
(http://i.imgur.com/xciPajb.png)
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I have no objections, let your imagination drive you to far away shores :D
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Looks good, but design 101: have the shapes intersect ;)
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Might want to explain what that means, because I have no idea how to interpret that.
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Looks amazing! :yes:
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Might want to explain what that means, because I have no idea how to interpret that.
I mean that structure fits neatly into those square recesses. Probably it would look better if the structure spills outside, thus intersecting the hull.
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Wow, that's a lot of improvement. It looks great!
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Turret time!
Been working on two separate multi-part turret designs.
Thoughts?
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The first one looks a bit fragile and like it can't actually point straight up. The barrels and the body have nice detailing though.
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first one all the way
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I think number 1 is the more suitable, I would perhaps extend the uprights and beef them up a bit
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Here, number 1 has been updated with stronger looking uprights and greater clearance.
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Number one looks quite fitting. Fabulous work. :yes:
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yikes, i think that has about got it
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The detail work is both technically and aesthetically great :yes:
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Since everyone is happy with the turret, here it is on the Zephyus. Didn't even require re-sizing.
Update: May have the Zephyrus UV mapped by the end of today.
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UV map is finished. Now, should I follow the original color scheme of the Zephyrus or follow a different path?
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Probably follow the original colors as a guideline to keep the "feel" the same, but if you wish, you can make an alternate skin for modders to use.
There's also a way to assign parts of a model to use team color, but I don't know how to set that up.
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team colors are super easy, all you need is an additional texture in which the amount of red indicates the main color, and green the secondary
check out my lego ships for reference if you plan to do this and need an example
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Stick to an original skin. Then make your own take on it as an additional release. ;7
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:bump:
(https://i.imgur.com/VNzEeVn.jpg)
For non-Discord users. Yeah, it will happen along with Chronos.
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Awesome job! (but I guess you know that already) :D
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Awesome job! (but I guess you know that already) :D
Yes, but artists are attention whores so I want to hear this :P. It keeps my gopniks working. This, vodka and kielbasa.
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Great job, looks fantastic :)
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Yeah, that's a damn nice pic of the GTG Zephyrus. I may steal it for my own campaign, as I'm trying to write it so that logistics is more of a story factor. A gas miner ship will definitely help in that regard.
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No need to steal it :P. It will be available in upcoming MediaVPs when it's complete.
Goodluck with your project :yes:
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Yeah, that's a damn nice pic of the GTG Zephyrus. I may steal it for my own campaign, as I'm trying to write it so that logistics is more of a story factor. A gas miner ship will definitely help in that regard.
TBH, you should think about something more sophisticated than a gasminer if you want some intergalactic traveling fleet; I can hand you some ideas.
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pbr terran fleet when
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pbr terran fleet when
one day
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nice
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Yeah, that's a damn nice pic of the GTG Zephyrus. I may steal it for my own campaign, as I'm trying to write it so that logistics is more of a story factor. A gas miner ship will definitely help in that regard.
TBH, you should think about something more sophisticated than a gasminer if you want some intergalactic traveling fleet; I can hand you some ideas.
Feel free to do so in my Return thread. I already started brainstorming there.
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I look forward to gopnik variant fuelled by blin.👍👍
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(https://i.imgur.com/tUVOvun.png)
(https://i.imgur.com/3Js1CLO.png)
(https://i.imgur.com/rqW2T46.png)
It's coming...
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Chalk up another one for the achivement board :yes:
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very prettaaaaay, me likey likey
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:yes: :yes: :yes: