Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: bobbtmann on September 11, 2012, 04:05:00 pm
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Has Snaga given up on the Home One?
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Snaga hasn't been heard from in quite some time.
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...where "quite some time" means years and years. So, yes. Besides, the only one of which there's a WIP model on the ftp is Liberty, not Home One.
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It's been that long already?
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Oh man, we're so old! Would BWO mind migrating to HLP so we can feel young again?
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I'm pretty sure he started a Home One as well. Might not have ever shared it. But the Liberty is the one VA took and AO'd and whatnot.
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Is that supposed to be a public thread? Anyway, I'd really like to see a screen of that Liberty.
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It is, because those screens were already posted long ago publicly (http://swc.fs2downloads.com/sshot.php?subdir=Capships/Mon_Cal/Liberty_Snaga/).
Keeping it on topic, here's Snaga's Home One (http://swc.fs2downloads.com/sshot.php?subdir=Capships/Mon_Cal/Home_One/) that we never saw beyond that point. So glad someone is picking it up.
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Here's the start:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_2.png)
The back end is what I'm working on right now, so it's a bit messy.
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Here it is again, a la mode:
http://p3d.in/j1ns5 (http://p3d.in/j1ns5)
And for those who can`t follow the link:
[attachment removed and sold on the black market]
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nice job bobb, nice to see you around again. now if only I could get around to finishing something.... hmmm that t-wing of mine mainly has detailing left perhaps.... and I still need to finish that dagger texture, but I am unsure if I am capable of that. and bobb I remember when I tried to convince you to do a teamup on this with me, proably for the best we didnt do it, you are doing a great job now
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Not sure what references you have also, but we do have a few good shots on the reference area.
Here (http://swc.fs2downloads.com/reference.php?subdir=Another_Site/CapShip/Home%20one/)
And Here (http://swc.fs2downloads.com/reference.php?subdir=Misc/Mon%20Cal/)
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How are you modelling the hull? Presumably you use deformed spheres as the base, but do you boolean them into one solid piece? Depending on how you're planning on UV'ing it, it might be a better idea to keep the bulges as separate pieces instead due to all the little smoothing glitches that booleans will cause. At some point I tried to fix the smoothing problems on the Liberty model, but it's basically impossible without increasing the polycount a lot if everything's been booleaned into one element.
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Yeah chief1983, I've already retrieved the references on the site, and there are more on the technical website. For instance, did you know that there appears to be a ventral hangar bay located near the back?
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/mcventral.jpg)
It has been booleaned together, zookeeper. I found that the intersections between the really big bulges and the hull intersected weirdly, full of jagged lines and odd angles. So I booleaned it together, and it looks much smoother and cleaner. I was planning to UV map at this stage, then have the rest of the blisters and greebling tacked on.
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I've UV mapped the main part. Everything added now will be separate elements. The texture is a quick thing I slapped on last night.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_4.png)
And of course:
http://p3d.in/5OQpe (http://p3d.in/5OQpe)
It has four textures maps right now. I seems a bit high, but there's almost no mirroring.
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Four maps for a ship that size is acceptable.
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it's certainly no Steve O special
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Great job Bobb, I know how much trouble uving can be
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Well, there hasn't been that much UV'ing being done, or modeling for that matter. Here's a small update.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_5_zps51f3f238.png)
And in the round:
http://p3d.in/5OQpe (http://p3d.in/5OQpe)
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Really Nice. Looking forward of the texture ;)
Btw. whats that on the underside? A docking corvette?
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Kind of looks like Gene Roddenberry's B-17.
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I find it looks like the Braha'tok. :)
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Ok, in the p3d it does, but in that black and white shot it's awfully fuzzy.
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So we have a Star Wars show here in Edmonton. I was really pumped to go and photograph the Home One. Unfortunately,the closest ship model had was this was the Liberty. That's really cool, of course, but I was a bit disappointed. Plus, all my photographs are really blurry because my aperture isn't big enough. I wonder what happened to the Home One? Maybe it's broken or something.
[attachment deleted by admin]
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I've updated the model a bit.
http://p3d.in/5OQpe
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Awesome. Can't wait to see it going against an ISD.
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So we have a Star Wars show here in Edmonton. I was really pumped to go and photograph the Home One. Unfortunately,the closest ship model had was this was the Liberty. That's really cool, of course, but I was a bit disappointed. Plus, all my photographs are really blurry because my aperture isn't big enough. I wonder what happened to the Home One? Maybe it's broken or something.
That's pretty cool. BTW all your shots will be blurry in such low light condition regardless of your aperture. Image stabilization such as Canon likes to put in their objective lenses helps a lot, but a tripod can be a cheap and reliable method for this.
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Tripods weren't allowed in the gallery, and my camera doesn't have stabilization. Since I couldn't make my aperture any bigger (to allow more light in), I had to decrease my shutter speed.
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Ah, fair enough. The kind of situation where you need at least a second of exposition time so you try to hold your breath to get it as sharp as you can. Been there :)
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Here's an update:
http://p3d.in/5OQpe
[attachment deleted by a basterd]
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Looks great!
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Love it. Looking at the model in P3D though, from the rear, and it seems there's a seam visible only on one side.
Seam (http://imagebin.org/235996)
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Great to see your progress on this. Looks amazing, keep it up.
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Love it. Looking at the model in P3D though, from the rear, and it seems there's a seam visible only on one side.
Seam (http://imagebin.org/235996)
Noted
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:bump:
I've started working on the engines. Right now they're a bunch of pipes and a few boxes. I expect the finished result will be even more pipes and boxes. Thoughts and comments are always welcome.
http://p3d.in/5OQpe (http://p3d.in/5OQpe)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_7.jpg)
Here are some more shots, with a dreadnought for comparison.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_8.jpg)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_9.jpg)
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Nifty! :yes:
You've probably noticed, but the port side hangars have some little glitches at their edges.
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Nope, I didn't notice the glitch.
Nice gold star, by the way.
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Looking good bobbtmann
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Hot damn that's a big ship. Looks awesome!
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Nice gold star, by the way.
Yeah, what the heck is that supposed to be? :doubt:
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Yeah, what the heck is that supposed to be? :doubt:
It's a good thing, of course.
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Wow, I love those details, especially on the engines. :)
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Yeah, what the heck is that supposed to be? :doubt:
It's a good thing, of course.
You don't know what it is either, do you? :P
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Yeah, what the heck is that supposed to be? :doubt:
It's a good thing, of course.
You don't know what it is either, do you? :P
No. Looks good, though.
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While the pipes do look great, I'm not so sure they fit on the model.
Aren't the Calamari Cruisers supposed to be Luxuryliners converted to battleships?
One wouldn't show those pipes because they don't look luxurious and the other would slap armorplates over the pipes, or they'd be a vulnerbility.
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While the pipes do look great, I'm not so sure they fit on the model.
Aren't the Calamari Cruisers supposed to be Luxuryliners converted to battleships?
One wouldn't show those pipes because they don't look luxurious and the other would slap armorplates over the pipes, or they'd be a vulnerbility.
I'd say he's doing a pretty good job of matching it to the original model (http://swc.fs2downloads.com/reference.php?subdir=Another_Site/CapShip/Home%20one/). Not vertex-for-vertex, perhaps, but the area around those side engines definitely has some pipes.
If you're concerned about why the ship looks that way in the actual film, suppose that the side engines were added-on for maneuverability in the battleship upgrade, and that extra armor was found to be impractical from a structural or heat dispersal perspective.
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Or that was an area where damaged armor was already removed and was unabled to be replaced. It's probably already seen battle, y'know :)
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That's a nice idea... any chance some of the engines could get armor, while others are exposed?
After all it is a one of a kind ship (as far as I know).
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I guess I could scale up the floating panels a bit more. Make them cover a greater area. The scale of the pipes is a bit off, too. The actual model has smaller pipes, and I'm pretty sure most of the dark part is just hull painted dark grey with small pieces of stuff glued on. I'm hoping that the bigger pipes will be able to capture the same space, but in a more visually interesting way by exposing the interior a bit more.
Form over function, it'll look okay, but I don't think it'll make a lot of sense from a functional standpoint. If I were a Mon Calamarian engineer, I'd be building blisterless ovoid, with ridiculously thick armour and a few really powerful weapons in the front. The back would be all engines and it could just power around blasting stuff before running away. That would be really boring aesthetically, which is why Star Wars has greebles and missing armour.
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Since this is a model based on a physical model from the OT, I really do think it needs to match the studio model as close as possible, lest we be judged and found wanting by the fanbois.
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The fanbois have the same resources to work with as I do (ie. not much). I'm counting on pixelation to hide my deviation from canon.
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I've finished UV Mapping the geometry that I've made so far:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_10_zps599c8915.png)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_11_zpsc8824034.png)
Not my favorite angle, but here's the underside, viewed from the front:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_12_zpsfeaf6116.png)
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Looks lovely. Can't wait to see it go against an ISD.
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looking great :D cant wait to see the final result, now I need to go bug someone about a uv....
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Superb!
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Here's an update on the texture:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_13_zps53e64755.png)
The red will go. I'll have to figure out a better way to introduce the colour.
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I bet just the desaturation that you see in the films (as compared to the model photographs) will make the color changes seem much less jarring. Looking sweet!
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it's looking awesome :)
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I bet just the desaturation that you see in the films (as compared to the model photographs) will make the color changes seem much less jarring. Looking sweet!
You're probably right. The colours from the model photographs are all much more colourful than the stills from the movies. We'll see how it goes.
it's looking awesome :)
Thanks!
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nice man, looking good
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I am so excited to see the progress on this! It's looking great - I'm sure it'll be amazing in-game.
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Fantastic! She's looking exceptionally good. I can't wait to see this baby in the middle of combat. :nod:
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I was dissatisfied by the repetitiveness of the texture I had before. To fix it, I'm adding coloured tiles into the underlying layer to make it feel more considered. The texture on the previous posts will still be there, but it will be subdued.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_15_zps7c4dfa3a.png)
You can see in this image the front half has been finished, and the back half is the (repetitive) original:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_14_zpse0347fd9.png)
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Liking the new texture a lot
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Colors?...?
Well, I think the "repetitiveness" of the texture is mainly due of the texture you have being... well, repetitive?
Perhaps trying to randomize more the plate textures, and then afterwards inserting the dirt may help a lot.
At least that's how I interpret this picture:
(http://swc.fs2downloads.com/reference/Another_Site/CapShip/Home%20one/mchomeone1.jpg)
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Colors??
Yes, colours.
[attachment deleted by a basterd]
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I see. Good work!
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I'd say, the effect you got is very faithful. IMHO, it looks a bit odd, but since that's how the source model looked, I guess it's good.
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Mines rougher than the original, right now.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_16_zps9033582e.png)
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though it already beats any previous game incarnation I have seen, 2 thumbs up
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Here's an early version of the ships turrets. It was inspired by one of the Liberty's guns, as well as the braha'tok's turrets. Essentially, it's a scaled up version of the braha'toks, with heavy-set features. It's supposed to add a sense of connection with the other rebel ship.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets_zpsa51b66de.png)
Top Left: Home One's turret
Bottom Right: Dreadnought's turret
Bottom Left: Braha'tok's turret
Centre: A person
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One thing I'm kinda missing are single-barrel turrets. The vast majority of turrets on our ships are double-barreled so it'd be nice to have more of the single-barreled type, especially when the double-barreled guns would likely often end up not firing paired shots anyway. For example, all the ISD's multi-barreled guns (and that's all of them, except for two single-barreled guns) fire bursts rather than salvos, because it's more movie-accurate, making the number of barrels on each gun fairly inconsequential.
I think double-barreled turrets are perfect for the most common type (a medium-range "standard" laser), whereas single-barreled guns would IMO visually work better for long-range lasers with more punch and slower rate of fire.
Also, while I think Home One wouldn't sport much anti-starfighter guns, if you want to add some (around the command pods, for example) then the possibility of gun ports has remained completely unused on our ships so far. That is, simply an opening in the hull, bordered by hangar-entrance-style lights and a black forcefield (rather than a transparent one), with a singlepart turret behind it.
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I'll make a single barrel turret, and we'll compare. You're probably right about the single barrel turrets looking more powerful.
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Okay, I've made a single barrel turret:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets02_zpsd1966d21.png)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets03_zps5937f5ae.png)
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Looks good to me. Maybe I'd switch the barrels so that the double-barreled one has two slightly shorter barrels, and the single-barreled one has one thinner and longer barrel, but it works either way.
Also, looking at the attached shot gave me the idea that it might be worth considering turning a few (maybe only 2-3) of the pods into superheavy anti-capship turrets (a counterpart to the ISD's octuples, basically) with a very limited firing arc directly forwards (probably they couldn't even rotate at all, but only act as singlepart turrets with a 1-3 degree FOV). Or maybe they could even rotate (very slowly), if it wouldn't look too silly. :nervous: I'm not sure how many suitable pods for that there might be, though.
[attachment deleted by a basterd]
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I've looked at the pods, and none of them really make good candidates for giant guns. They're supported by very small struts, they're all very asymmetrical, and the best pods have obstructed views. The really big guns could be in gun ports, like you were suggesting for the anti-starfighter turrets. They could be housed in some of the blisters.
How many of these do you think they should have? According to Wookieepedia this ship has 36 turbos, and 36 ion. That's half the armament of the ISD II, for a ship that's twice the length.
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I've looked at the pods, and none of them really make good candidates for giant guns. They're supported by very small struts, they're all very asymmetrical, and the best pods have obstructed views. The really big guns could be in gun ports, like you were suggesting for the anti-starfighter turrets. They could be housed in some of the blisters.
How many of these do you think they should have? According to Wookieepedia this ship has 36 turbos, and 36 ion. That's half the armament of the ISD II, for a ship that's twice the length.
My SW lore is a little rusty on this point but IIRC the mon cal cruisers had redundant shields making them much more durable than their Imperial counterparts and the ISD II was built as heavy cruiser to counter to the mon cal cruisers.
In a strait up fight while the mon cal dosnt punch as hard its shields would probably stay functional longer allowing it to start picking off turrets on the ISD(II) before its shields fail
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Hmm. Aren't the rest of the Mon Cals in general smaller than an ISD II? I thought only Home one was the really big beast. Might want to adjust weapon count accordingly, since it's the Alliance flagship.
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Home One is only 1300m
http://starwars.wikia.com/wiki/Home_One
From the other Star Wars Mod:
(http://img405.imageshack.us/img405/1011/screen1vl.jpg)
The ISDII is a might warship. The rebel only a cruiser ;)
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I've looked at the pods, and none of them really make good candidates for giant guns. They're supported by very small struts, they're all very asymmetrical, and the best pods have obstructed views. The really big guns could be in gun ports, like you were suggesting for the anti-starfighter turrets. They could be housed in some of the blisters.
All right, that's probably a better idea then.
How many of these do you think they should have? According to Wookieepedia this ship has 36 turbos, and 36 ion. That's half the armament of the ISD II, for a ship that's twice the length.
Well, I don't see any reason to stick to whatever Wookieepedia or any other source says, as long as there's no canon schematic of how many guns there are and where exactly they are.
Here's some arbitrary numbers that we can use as a starting point:
10 anti-capship ion cannons
15 anti-fighter guns
30 medium-range general-purpose guns
10 heavy anti-capship guns
4 superheavy anti-capship guns
69 total
Alternative, with less distinct types:
15 anti-fighter guns
30 medium-range general-purpose guns
20 heavy anti-capship guns
4 superheavy anti-capship guns
69 total
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Even though our ISD II has a ton of turrets (reflecting Brand's strict adherence to the movie model), most of them are nerfed in our tables so that the ship doesn't just annihilate everything immediately. I agree that around 70 turrets is a healthy number for Home One. For one thing, if we go overboard on the turrets, we'll end up paying for it in performance :)
If we go with a number like that, I imagine the individual guns will probably end up being more powerful than their counterparts on the ISD. A smallish (for the size of the ship) number of powerful turrets would fit with how the cruisers were treated in the BoE, where a lot of effort was expended in keeping the TIE Fighters off them, but they managed to hold their own when thrown against the big ships in the later stages.
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Home One is only 1300m
We're going with movie-only measurements wherever possible rather than relying on the various manuals and published statistics (which often contradict each other and the films). Home One is one of the ships that can be measured fairly accurately thanks to its docking bay and the long tracking shot that happens before the fleet jumps to hyperspace.
http://www.theforce.net/swtc/mcc.html#dimensions (http://www.theforce.net/swtc/mcc.html#dimensions)
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Home One is only 1300m
We're going with movie-only measurements wherever possible rather than relying on the various manuals and published statistics (which often contradict each other and the films). Home One is one of the ships that can be measured fairly accurately thanks to its docking bay and the long tracking shot that happens before the fleet jumps to hyperspace.
http://www.theforce.net/swtc/mcc.html#dimensions (http://www.theforce.net/swtc/mcc.html#dimensions)
The movie Home One is quite a bit larger than 1300m. It's roughly 3.8 km long. Since the Lambda class shuttle lands in the hangar (and the hangar scales up with the length of the ship), any smaller than 3.8 km and the shuttle won't fit.
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Here's a small, anti-fighter turret. I'll probably change the base. Right now it looks like a little person.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets04_zps50bf5642.png)
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It's a Battle Droid!
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Looks good to me. I wouldn't suggest mounting them on the big cannons though. :D It would be fun to do actually, but the last time I checked, the engine can't really handle subsystems mounted on destroyable subsystems.
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While I'm sure you guys have done your homework, I'd just like to warn against trusting on-screen measurements too much. People do invest a lot of time and effort into measuring space ships based on perspective shots from unknown camera distances, and sometimes the arguments can sounds convincing. However, the example of the Battlestar Valkyrie serves just how unreliable these methods can be; until they've shown more of the ship in "The Plan", fans used shots from Razor and Hero to measure the ship, using similar methods to the ones described with Home One. None of them got even close - some of the measurements were hilariously wrong. We're talking error margins over 100% here. Where am I going with this? Don't lose too much sleep over on-screen measurements and just go with what makes sense / works best in the game. Measuring screencaps is a notoriously unreliable method; the ship in the shot is typically compared against something else, and that something else just needs to be at a slightly different angle (to the point where it's not obvious on the shot) to the reference object to get the measurements wrong by a few hundred meters easily, when we're talking these kinds of scales. Similarly, you only need to get the X:Y:Z proportions of the ship off by 1-2% to get dramatic differences in ratios of hangar height / ship length.
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Where am I going with this? Don't lose too much sleep over on-screen measurements and just go with what makes sense / works best in the game.
That's something I completely agree with. What works, feels and looks best in-game is always most important, and I'm sure sometimes accurate scale can even be detrimental in that regard because in the movies the feel of scale is created primarily by how shots are composited, not by the "real" difference between the scale of the models.
However, I think in this case the scale of 3000m was arrived at by measuring the hangar (which needs to be at least slightly higher than the Lambda) and just doing the calculation from a profile shot of the movie model, and when you got a hangar's dimension as the starting point, it's kind of hard to deviate from that a lot.
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Looks good to me. I wouldn't suggest mounting them on the big cannons though. :D It would be fun to do actually, but the last time I checked, the engine can't really handle subsystems mounted on destroyable subsystems.
I have an idea how to get around that one. Have both turrets rotate around the same axis, attach the little one to the main hull (though visually, it'd stand on the big one) then make sure that -destroyed version of the big turret has the means to support the little one.
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Looks good to me. I wouldn't suggest mounting them on the big cannons though. :D It would be fun to do actually, but the last time I checked, the engine can't really handle subsystems mounted on destroyable subsystems.
I have an idea how to get around that one. Have both turrets rotate around the same axis, attach the little one to the main hull (though visually, it'd stand on the big one) then make sure that -destroyed version of the big turret has the means to support the little one.
What I was referring to was actually that the last time I checked, funny stuff would happen to the child turret if the parent turret gets destroyed. That is, the child doesn't get destroyed but rather turns invisible but stays functional. Maybe that has changed since or maybe it'd be easy to fix or maybe one could workaround it, but still. Anyway, the child turret's targeting would probably get screwed up by the parent's rotation anyway.
If you'd have both turrets independent of each other, then the child wouldn't die when the parent does without extra trickery.
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I also don't know if the small turret would be able to stay attached the barrel when it elevates.
Anyways, I've deleted that turret. This is the newest version of the anti-fighter turret:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets05_zps4c15cb15.png)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets06_zpsb4c9884c.png)
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Home One is only 1300m
http://starwars.wikia.com/wiki/Home_One
From the other Star Wars Mod:
(http://img405.imageshack.us/img405/1011/screen1vl.jpg)
The ISDII is a might warship. The rebel only a cruiser ;)
Even though 3.8km still just feels large to me, I have to admit, that Home One/ISD II ratio looks laughably wrong to me. The Home One _is_ massive, at least of a scale somewhat larger than an ISD.
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Oh, 3.8km. Somehow when writing my previous post I thought it was 3km and didn't bother to check. Well, yeah, 3.8km starts to sound pretty massive, but it's still "only" ~2.4x longer than an ISD.
My main worry WRT the size would be that it'll take a really long time (>20s) to fly from one end to the other.
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IIRC back in the day Brand-X was thinking of giving the "reimagined" treatment to the larger Allegiance class star destroyer so that we would have something on the Imperial side that could take on Home One in a 1-on-1 engagement. We're probably not gonna be able to fudge with the size much given the hangar situation and our goal of film accuracy--the model is what it is. My only concern with these really big ships is that either the textures will get blurry or our performance will go in the can. I guess the latter would be my graphics card's fault though :)
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honestly to me its looking great, now its making me wish I could get one of my fighters done :(
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If you'd have both turrets independent of each other, then the child wouldn't die when the parent does without extra trickery.
That's what I meant. This "extra trickery" isn't really that complicated, though it may be tedious. Also, I think that if the destroyed subobject for the big turret looks intact enough (eg. only the barrel assembly badly damaged), then you could forgo disabling the small turret.
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Geez...I didn't mean to turn this into a massive debate about scale and ship size. That said, I very much support the stated goal of making the mod as accurate as possible to the movies. I'm pretty sure no work has been done on the other mon-cals, but do we have good references for their size as well? It's possible my statement about Home One being much larger than the rest came from my reading at theforce.net, but I don't remember for sure. I guess I should just go browse around that site some more again...
edit: read further down on that same page and it's got some good statistics from the various methods of measurement based on screen caps:
Home One:
platform observations 3.8±0.1 km
absolute minimum for shuttle fit > 2.5±0.2 km
shuttle recessed > 3.1±0.2 km
shuttle forward < 3.8±0.3 km
corvette comparison > 3.15±0.01 km
width = 0.238±0.005 times length [model, SW2IJ]
depth = 0.168±0.005 times length [model, SW2IJ]
depth > 0.102±0.001 times length [from photomosaic]
Liberty:
destroyer comparison < 1.6 km
model speculation #1 1.513 km
model speculation #2 1.220 km
Y-wing comparison > 1.0±0.1 km
roleplaying estimate 1.200 km
depth = 0.117±0.001 times length
wingspan = 0.398±0.003 times length [ILM model dimensions]
wingspan = 0.390±0.004 times length [dorsal image]
= 0.37±0.02 times length [bow image]
[anonymous wingless]:
same length and depth as Liberty
depth = 0.117±0.001 times length
width = 0.200±0.006 times length [bow image]
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Whatever it may be, we can easily change the scale the ship, I'm sure. Here's a really big turret, if we want to have the big guns able to rotate. If we don't want the big ones to rotate, I'll just make forward facing barrels.
I'll begin UV mapping them, if no one has any problems with them.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/Turrets07_zps3a48eebe.png)
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That big ball turret reminds me of the ion cannon on Hoth, which makes sense.
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Looks good to me, but where are the really bigs one going to be placed? Would the big ball thing be included only if it needs to rotate? I'm assuming that it's meant to act as a kind of a ball joint, hidden for the most part underneath the hull with the gun sticking out of an opening?
I don't have a particular opinion on whether they should rotate or not. Allowing rotation allows for a bit more versatile FOV, but that's a choice mostly based on flavour reasons.
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That big ball turret reminds me of the ion cannon on Hoth, which makes sense.
actualy the Ion Cannon on off was FROM a capital ship, so it does make perfect sense
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I don't have a particular opinion on whether they should rotate or not. Allowing rotation allows for a bit more versatile FOV, but that's a choice mostly based on flavour reasons.
I prefer a rotating turret for that reason. It seems a shame to have a big gun and not be able point it at stuff.
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Would having extra blisters of that size be really obvious when looking at the model from distances/angles similar to what is shown in the movies? If not, I say go for it :yes:
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That big ball turret reminds me of the ion cannon on Hoth, which makes sense.
That's the effect I was hoping for. It's a little bit different, I wanted to tie it in with my other turrets. But for the most part it's an attempt to tie into the movies.
Would having extra blisters of that size be really obvious when looking at the model from distances/angles similar to what is shown in the movies? If not, I say go for it :yes:
On the front it's pretty obvious. I was thinking: stationary barrels on the front, ball turrets on the side. The ball turrets are recessed pretty far into the hull, so they can't rotate that much, but they're not as visible either.
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Here's an update:
http://p3d.in/5OQpe
Note, the black lines surrounding everything is not present normally. They were created when I baked the four maps into one. You'll have to use your imagination to remove the lines.
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oh wow, I can't wait to see this in game! :yes: :yes: :yes:
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Looking great!
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Awesome! Flying past those engines is going to be such a trip :) Are those little roundish sub-blisters gonna be turned into the ball turrets you posted earlier or are they something else?
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Those little floating ones? They're on the movie model. I wasn't planning to make them turrets, but they could be. They're reasonably placed.
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Looks like there's about 40 of them--that could round out the turret complement nicely (I counted around 36 big guns) without having to make substantial deviations from the filming model. Anyway, just a thought :yes:
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Looks like there's about 40 of them...
Okay, I don't think we were talking about the same thing. You mean those very small round blisters, that are scattered on top of the other blisters? They're the harbingers of more small blisters yet to come. A form of incomplete greebling if you will. The actual ball turrets would be bigger.
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One of the things I've never been able to understand about any of the Calamari ships is where the guns are. Star Destroyers have their turrets, but Mon Cal Cruisers just seem to have bumps everywhere and no barrels.
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This is looking absolutely spectacular. Fine work!
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One of the things I've never been able to understand about any of the Calamari ships is where the guns are. Star Destroyers have their turrets, but Mon Cal Cruisers just seem to have bumps everywhere and no barrels.
That's pretty much how I find the Home One, too. Zookeeper found some things on the Liberty that could be turrets of some sort.
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Sorry if this does not fit in this Topic.
I found some kind of other Calamari - Cruiser.
http://www.ebay.de/itm/Star-Wars-Starship-Battles-Mon-Calamari-Star-Defender-Viscount-/271157791620?pt=Rollenspiele_Tabletops&hash=item3f22438b84 (http://www.ebay.de/itm/Star-Wars-Starship-Battles-Mon-Calamari-Star-Defender-Viscount-/271157791620?pt=Rollenspiele_Tabletops&hash=item3f22438b84)
Do you know that ship? I never seen it before.
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Yeah, it's a gigantic post-Endor EU ship, probably too big compared to the rest of our stuff at the moment.
http://starwars.wikia.com/wiki/Viscount-class_Star_Defender (http://starwars.wikia.com/wiki/Viscount-class_Star_Defender)
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I don't understand why the Viscount is so big. Or rather, why doesn't it look bigger? The SSD looks big, this one looks like a blown-up miniature. They should stretch it out, and shrink the pods.
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EU = (OT - inspiration - consistency)^10 much more biggerer
Any progress on Home One? I've been getting more and more excited for it with each update :)
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Not much right now. Details, mostly.
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Here's an update. The stuff I've done recently has been fairly small; tiny blisters, antennae, and the likes. I've added four ball turrets on the nose, but I find they break up the silhouette a bit too much (despite how small they are). I'll probably try to camouflage them a bit with the texture.
http://p3d.in/5OQpe
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HomeOne_17_zps047e27ea.jpg)
Next up, the hangar bays.
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Looks awesome! I dig those big tank things, they could be great for player interaction.
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Cool. :yes: Is it a docking arm that's in front of the bottom engines? If so, it'd be nice if it was rotation-compatible, so it could stay retracted when nothing's docked.
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Pretty good ammount of detail and good topology on the model itself. Very impressive. c:
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I could make the arm rotation capable, all it needs is a cylinder as a joint. I certainly lends itself to the role of docking arm.
I'm not sure what the tanks are supposed to be ( they're not on the movie model, though). I added them for a bit of variety on the surface. They could be some sort of pressurized vessel. Maybe they store sewage, for collection later. They're not armoured, whatever they are.
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It's premium H2O all the way from the deepest oceans of Mon Calamari itself. Destroying them causes local turret fire rate to slow down due to poor morale.
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Here's an image of the lambda in the shuttle bay. I had to scale it up to 20m in length, though. It imported really small, for some reason.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize_zpsb6f16257.jpg)
As to the hangar itself, I'm trying to decide what to put in the back. The movie never showed what was behind the Millennium Falcon. I'm thinking I'll put a big door. That way it can be suggested that it is bigger, and there won't be places for the AI to get stuck in. I've had fighters follow me into the XQ2, and they can never get out.
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I'm not a fan of the ball turrets. I like the single-barrel turrets though - I think you could get away with a longer-barreled version to provide some variety. Otherwise, I think Invisible Hand-style gunports are the solution.
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That's a good idea. I had resisted gun ports before, just because they really limited the field of fire. But for big mega-guns, maybe the limited field of fire could be okay. The ball turrets could be replaced with gun ports, or even put behind the hull, with the barrels peeking out of slots. Gun ports would also work with the aesthetic of the ship. I'll give it a try.
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Although a realistic field of fire would be pretty narrow, you could probably manage a 90 degree turret FOV without it even looking weird.
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A little update:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize3_zps6f563c2f.jpg)
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Looking good! you alway had a knack for the large scale, me not so much
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me not so much
Sure you can! Just use buildings as reference, to establish scale.
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Here's an update:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize5_zps68a9e85f.jpg)
The hangar bay that the Braha'tok is facing is the same type as those on the port side of the Home One. There are sets of fighter bays on either side, and a large arm inside the main bay. The arm on the outside of the ship is too short, so I'll probably make it into a com tower or something.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize6_zps02001d25.jpeg)
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You could turn external arm into a fuel pipe or something along those lines.
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So I've finished UV Mapping the hangars, and they're ready to texture.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize8_zps73a2c1da.jpg)
And the underside had a change in the geometry since the last image (also UV mapped):
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize07_zps2ab7862e.jpg)
You could turn external arm into a fuel pipe or something along those lines.
That would also be an option. I don't know what kind of fuel requirements Star Wars ships have, but they must refuel sometimes.
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Good job, keep it up. :yes:
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That hangar bay looks fantastic. Now if only our ships had landing skids. Ah well, one thing at a time...
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Amazing work guys! This is absolutely incredible. :yes:
That hangar bay looks fantastic. Now if only our ships had landing skids. Ah well, one thing at a time...
Oh, man. I can't wait for that. :nod:
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Here's an update. The first image is a test for the track lights on the ceiling. The second is a test to see how much light bleeds into the main hangar from the side bays alone. It didn't really finish rendering, since it was taking a long time. I expect that baking these glow maps will take a while.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize09_zps952ca227.jpg)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/HangarSize10_zps88bf50e5.jpg)
I'm in the process of texturing the main bay right now, so the colours have changed a bit since the last render.
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d000000000d
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Oh, man... the anticipation... ;7
This is incredible. :yes:
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All those side bays will certainly help explain how the ship can carry so many fighters :)
Awesome work man, this one's gonna be a showstopper.
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Welp, there go my pants.
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Very nice indeed, although the grain on the ao bake is pretty bad but suppose it wont matter much after texturing. c:
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Very nice indeed, although the grain on the ao bake is pretty bad but suppose it wont matter much after texturing. c:
The renders were halted, I'm pretty sure that if bob would let 3dsmax run for a day or two they would be awesome. Even if some grain remains, there's always photoshop.
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No baking has been done yet. The speckle is from the renderer.
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Testing a bit. No shine maps or glow maps.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/InGame02_zpsc386d2e6.jpg)
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Star%20Wars%20WIPs/InGame01_zpsfe8781a0.jpg)
No idea why my frame rate is so terrible.
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Could be your ship is too awesome for the game ! (jaw drops) its awesome dude, even unfinished this will definately be a huge milestone for the mod! ummm say mind giving me some feedback on my ships, now if I could only finish those, they will look like fleas compared to the MC-80
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That baby detail boxed yet?
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Wait, thats no giant sausage, its the Home One XD couldnt resist :P
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That baby detail boxed yet?
I get that framerate playing the campaign right now, with a few ties and the XQ2 on screen.
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Ah. Might be a driver issue or something then. Should be able to find help on irc if you can't sort it out.
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Welp, there go my other pants.
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Looks similar to the issues I had running a BP build (with the new rendering code) on OSX 10.6
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It' beyond amazing. Now Admiral Ackbar has something in which to say "It's a trap". :)
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Wow... my mind is BLOWN! :eek2: OMG guys this is just amazing. It's almost torture. lol I can't wait to launch out of the hanger and skim the surface of this gigantic beauty. :nod:
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I've pretty much finished the textures. There is only one or two things left to make the hangar feel more lived in. Now it's on to the LOD's and debris.
And some renders. The side elevation one I made into a poster and hung it in my kitchen.
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/LargeElevation_zpsd31a5f5a.jpg)
And a schematic drawing, for the fun of it:
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/Schematics01_zps8c1d5636.jpg)
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Absolute victory
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Gorgeous. Can't wait to see its glow mapping!
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Gorgeous. Can't wait to see its glow mapping!
(http://i1211.photobucket.com/albums/cc433/bobbtmann/Fate%20of%20the%20Galaxy/HomeOne_18_zps810459f6.jpg)
edit: fixed the link
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This looks fantastic! Good work!
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GGNGngngnGNGGNNGGngngGNGGGGNGNgnngngn
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Fantastic! Whats next? ;D Victory Class or Winged Calamari?
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That's a really awesome looking bit of virtual hardware. A fitting centrepiece to the rebel fleet. Of course, now that it's been made, it will have to star in it's signature battle, which means we'll have to have the BoE (or at least a BoE. There were plenty of pilots that didn't do the DS2 run but stayed outside, zapping Imperial forces & holding the line until the reactor could be reached & destroyed).
Incidentally;
actualy the Ion Cannon on off was FROM a capital ship, so it does make perfect sense
No it wasn't. The power core that ran it was from an old cap-ship, but the gun was a V-150 Planet Defender, designed to be a purely ground-based installation. That said, I always thought the Empire should have tweeked the design & fitted 4 of them into an Interdictor chassis in place of the grav-wells - a couple of shots disabled an ISD, so 4 firing independently could have decimated entire fleets. Still, I suppose that's one of the reasons why they lost (that & the plot demanded it).
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Fantastic! Whats next? ;D Victory Class or Winged Calamari?
Hmm...if you do the winged, you can effectively get 2 ships in one, since the winged model was made by adding wings to an already existing ship in order to make the rebel fleet look more diverse.
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And it's in. :D
(http://swc.fs2downloads.com/media/screenshots/Capships/Mon_Cal/Home_One/ingame1.jpg)
(http://swc.fs2downloads.com/media/screenshots/Capships/Mon_Cal/Home_One/ingame2.jpg)
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nice
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Awesome! :yes:
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That's great zookeeper! :yes: That's was a lot of work. I should probably reduce the saturation on the diffuse maps, though. It's pretty colourful right now. Maybe bump up the contrast to compensate?
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That's great zookeeper! :yes: That's was a lot of work. I should probably reduce the saturation on the diffuse maps, though. It's pretty colourful right now. Maybe bump up the contrast to compensate?
Yeah, I think the saturation should be toned down a bit, dunno about contrast. I already did a few tweaks to the texture myself though, so it's probably easiest if you figure out the values you want used and I'll just apply them to my versions, as opposed to pinballing those >200MB .psd's around?
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That's quite a beast. Took some time for it to load in the tech room.
Looks great, by the way. :yes:
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very nice! :yes:
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Oh my God... she's gorgeous. *tears of joy*
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Yeah, it maybe seems a teensy little bit too colorful, but holy **** yes.
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Gloooorious
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yihaaa !!! :nod:
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Lovely. Now finish up the ISD textures, and we can have a glorious starship battle. :)
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Lovely. Now finish up the ISD textures, and we can have a glorious starship battle. :)
^^^^^ This.
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Spectacular! Great job all around.
I suppose a teaser video would be too much to ask? ;)
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Spectacular! Great job all around.
I suppose a teaser video would be too much to ask? ;)
Wheres dl WHER?
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I'm sure we'll do a trailer once we're close to release (and we've gotten our visuals standardized and set up to match the movies as best we can) but for now we just don't have anyone whose time we can spare to do that sort of thing in a way that would do our assets justice.
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That's cool, I was mostly kidding. More than anything I was curious about the speed of the fighters relative to the size of the Home One.
Keep up the great work!
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Now that I look at it, isn't that thing too big? I think it was about 2.5km (going by the movies), and it looks much bigger.
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Home One is really huge. It's actually one of the most accurately measurable big ships due to the docking bay that we see the Falcon, Lambda shuttle, and various fighters in. It's not in the same class as Executor, but definitely a whole lot bigger than an ISD.
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Yep, 3.8km. It's huge.
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Makes sense. That's one heck of a ship. :) I hope we'll eventually get a "standard" (or at least normally sized) MC80, too. Home One is awesome, but as a one of a kind ship, it's uses are kind of limited, especially in an Imperial campaign where you'd want a big ship for your ISD mothership to blow up. :) Right now, the biggest thing for it to swat is a Dreadnought Cruiser, not even a remotely matched fight.
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We do have an AO-mapped Liberty somewhere, but no one's been able to finish texturing it and getting it in game.
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I wish I knew someone with texturing skills and time to do it. Alas, I don't, and I'm not good at it myself, either. Maybe someone sees this and volunteers... :)
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The ships looks really good but I find the texture looks a bit flat. Maybe a dirt bake (http://www.blenderguru.com/videos/how-to-quickly-add-dirt-to-crevices/) could bring up the curvy shapes a bit?
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IIRC Brand said it would be easier/better to redo the Liberty from scratch than to try to finish the one we've got on the ftp. The Liberty and Reef Home (wingless) variants should probably be done at the same time anyway as they used the same base filming models.
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Home One is really huge. It's actually one of the most accurately measurable big ships due to the docking bay that we see the Falcon, Lambda shuttle, and various fighters in. It's not in the same class as Executor, but definitely a whole lot bigger than an ISD.
.
Uhh... No. Home One was only 1,300 meters long, which made it the biggest of the first set of Rebel cruisers. The contemporary MC80 and MC90 both came in at ~1,200 and ~1,255 meters, respectively. It was not until the advent of the Mediator class Battlecruisers (~8,500 meters) nearly 20 years later, that the Rebel Alliance/New Republic began earnestly using ships that outclassed Star Destroyers. Source: http://starwars.wikia.com/wiki/Home_One
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You missed the part where he said "measurable". The size is from on-screen measurements, not wookieepedia.
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Here is some material on Home One's scale (http://www.theforce.net/swtc/mcc.html#home1) for reference.
"This prestigious warship was far larger than a commonplace, mile-long star destroyer of the Imperial Navy."
Even the wookiee link shows this image:
(http://img3.wikia.nocookie.net/__cb20061219024223/starwars/images/3/38/HomeOneScaling-EaW.jpg)
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Lots of the ship size information on wookiepedia comes from sources where it's pretty clear the authors just made something up. There's room for argument as to which scaling source should be used as not all the film information is consistent (scale discrepancies between interior sets and exterior model shots, etc.), but a 1300m Home One wouldn't be able to fit a Lambda shuttle in its side docking bays so that's not gonna work for us.
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Wookieepedia is a stringent mess of misinformation. There is some good info available, but deciphering what is legit and what isn't is a nightmare if you don't already know. So it kind of defeats the purpose.
Their more recent policies have also made things counter productive. Instead of enforcing only authentic, properly sourced information is posted, it's made it frustratingly difficult to correct inaccurate info. Things tend to quickly degenerate into a revert war.
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I thought we had this stated in the Noobie FAQ, but I guess we need to add something there to this effect:
The only Star Wars canon that we actually care about is what you see on screen during the Original Trilogy. Throw everything else you know (or think you know) about Star Wars out the window, because we're going to trample all of that under our feet and stamp it into a gooey mess in the pursuit of perfectly capturing the look and feel of those movies like has never been done before.
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I thought we had this stated in the Noobie FAQ, but I guess we need to add something there to this effect:
The only Star Wars canon that we actually care about is what you see on screen during the Original Trilogy. Throw everything else you know (or think you know) about Star Wars out the window, because we're going to trample all of that under our feet and stamp it into a gooey mess in the pursuit of perfectly capturing the look and feel of those movies like has never been done before.
^^^ This is why I love you guys. :cool: :yes:
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The problems start when you run into EU ships for which there's no real agreement. :) Not many of them here now, but I suppose they'll eventually crop up.
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The problems start when you run into EU ships for which there's no real agreement. :) Not many of them here now, but I suppose they'll eventually crop up.
Not too much of a problem there, either. If it's not in the movies, we claim full artistic license to re-imagine it any way we see fit in an effort to make it better match the look and feel of the movie models. Brand-X's Z-95 and E-Wing are great examples of that.
Now, granted, that's only applicable to what's officially included in the mod. If anyone else wants to make their own maps and toss in their own ships, they can make those however they want. You're not going to see it in any of the official campaigns though.
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Its very hard to find pictures of any ship in the EU that are consistant, pretty much every book, game and comic has reimagined them, on purpose or not, so i wouldnt worry too much about it. As long as they look good and are recognisable i dont think anyone will care, its been a long time since we had a game we could blow them up.
Nice model Bobbtman, looks fairl accurate. Any chance of getting your other ships onto p3d? Be interested in seeing the Rayter-class in particular
Also there was a liberty mentioned in he thread, dont suppose thats the one left over from the old team? if so someone needs to pm me
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Actually it was modelled in Blender by Snaga and then unwrapped and AO-baked by VA. Never got beyond that though, there's still a lot of work left for a usable model.
edit: Bad attribution cockup
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Fair enough, the old one was from xwau and there were a few strings attached to using it.
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We're trying to implement a policy of all original content for this mod. We've got a few things currently in from other sources that we're using as placeholders, but the release version shouldn't have anything that wasn't created by or for us.
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I was just checking as i hadnt logged in in years and when i checked my private messages saw one from chief1983 way way back in 2007 asking me about models on the ftp. Sorry chief never saw it, irrelavent now anyways
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lol wow I forgot all about that, I was like, what do you mean the old one? Haha. Nice to see you around!
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cheers, just out of curiosity.... whats polycount/texture sizes are you guys aiming for?
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Well, the Home One has 4x 4096^2 textures and the ISD will have a single 8192^2 texture, so a Liberty would be somewhere in that ballpark as well. As for polys, the ISD has about 100k tris and the Home One about 250k.
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Cant wait to see em in game then. Was asking more about guidelines for creation though, eg, fighters should be under this limit, shuttles this, med sized cap ships this etc.
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Generally, rules for FS apply. If unsure, make the textures the largest size you can. If the layout is well thought-out, you can always downscale them if needed. Polycount seems not to be an issue those days, though a 250k fighter would obviously be an overkill. :)
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That said, our fighters have been heavily optimized poly-wise through the use of normal maps to increase detail level. And those are generated from height maps, which we might be able to use natively at some point down the line.
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Would like to see the other Mon Calamari.
http://www.youtube.com/watch?v=3FTmPTip0lI
like these ones.
In the Collector's Intro all Mon Calamari looks like Home One.
http://www.youtube.com/watch?v=iNQa7z7F1-M
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There's no particular limits for models as such, but I suppose our existing models serve as a guideline of sorts, here's a few random examples of tricounts:
X-wing: ~6300
TIE: ~2400
Lambda: ~5500
Action VI: ~8600
Carrack: ~12000
Dreadnaught: ~40000
As for textures, almost all of our fighters and transports use a single 2048^2 texture. Capship texture sizes vary from that up to the Home One and ISD setups pretty much according to the ship's size.
Especially for fighters and other small ships, the absolute tricount doesn't really matter much as long as the ship is properly LODded... at least as far as rendering performance is concerned. I suppose collision detection performance is likely a much greater concern, although sooner or later we'll probably get the ability to for example use LODs for collision detection.
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Ah the battle of turkana, used to sneak into my mothers work at lunchtime to play xwing on the office 486. Sadly the mon cals in the first video, like all the xwing series versions are pretty inaccurate to the movie models. XWAu's is probably the best representation so far, gven the limited reference around back then.
Incidentally xwing was the first game i ever modded, could never stop the tie bombers blowing up the redemption in mission four so changed them into tie fighters with a hex editor. didnt have the internet back then
Texturewise i usually work at twice the resolution of the one thats going to be used. Normal maps are good specially for organic shapes, but i dunno, always seemed to me that throwing in an extra few hundred polys, specially on angular space ships, would cause less of a na over head than a second texture and rendering pass. Thats said i dont know that much about it
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I got an unfinished action vi thats a bit higher than yours, also a mess of inverted faces, dodgy smoothing and duplicate faces, but it is wip
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Actually, we had a fairly high poly one before our current one, but the reason we went with the current one is because it came with such an awesome texture set. That does look very promising though.
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Texturing is where we're really short-handed right now. Obviously, since we already have one in-game, it's not a priority, but if you were to complete it and do a stellar texture job it would be possible to replace our current model.
I'd say your skills would be better spent filling a need that we current haven't met though. There's still a handful of ships (including OT movie ships like the Gallowfree Transport) that are waiting for a good modeler to come along.
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Texturing is where we're really short-handed right now. Obviously, since we already have one in-game, it's not a priority, but if you were to complete it and do a stellar texture job it would be possible to replace our current model.
Not good enough; you'd also need to convert it to a similar standard as the current one, which is a non-trivial amount of work in itself.
Just to make things absolutely clear: please don't spend time on a new Action VI, if there's anything else you could possibly do. The current one is so good that redoing it would only be a huge waste of time.
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Well, the Home One has 4x 4096^2 textures and the ISD will have a single 8192^2 texture, so a Liberty would be somewhere in that ballpark as well. As for polys, the ISD has about 100k tris and the Home One about 250k.
It's probably more of a question of what your minimum system requirements will be than anything else, but I know there are some lower to mid-range video cards that don't support texture sizes greater than 4096^2. Might be something to keep in mind.
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Create a lower resolution texture for the Core and keep the original for Advance
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Sorry, didnt mean to be misleading, i know you already have one in game, and wasnt offering it as a replacement. I know theres a fair bit more than just modelling and texturing to putting a ship in game. Thatssaid this one will be about 30k when its finished and will have stellar textures, however its on hold at the minute as i havent done any modelling/texturing for a few years and i'm working on something smaller to get back in the swing of things. Hence the q on polycounts.
Honestly spent 10+ years working on mods for various games and a lot of stuff i spent countless hours on never saw the light of day and was lost in HD crashes, so anything i do now is at my own leisure and for my own pleasure. I do however have a few things in the pipeline which may be of use to you and i'll let you know if and when they're finished.
Just as a point of interest the reason i decided to redo the old one i had in high poly was i saw the original concept art was released, makes some interesting comments on how designs get away from their originally intent when different people work on them :
http://rob-caswell.deviantart.com/art/Wild-Karrde-Development-182886264