Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: The Dagger on May 26, 2012, 09:42:25 am
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After a long time sitting in my TODO list, the revisited Ptah is done:
Download: Mediafire (https://www.mediafire.com/?585n78d9tjg2ccn)
Original Post:
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So, the thing is I love Vasudan crafts.
I've been working on this one since I ended the Seth, and I think it's going well, but I'd like to hear your opinions. The engine section is not done yet and I believe it will take time as I'm not really sure at what the original is going for.
Screenshot time!
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah0.png)
I think the orginal front view is a bit dull, so I tried to make it look sharper.
I've also raised the cockpit glass a bit because the downward angle it had made no sense to me. I'll put a sitting pilot to keep the eyepoint lower position though.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah1.png)
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah2.png)
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah3.png)
- The Dagger
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Woah. :eek2: It looks vastly improved.
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Looks lovely, but there's one thing:
Missile launchers and Guns:
(http://img6.imageshack.us/img6/6571/ptah1.png)
I only see two recesses that could be gun banks, but not a hint of missiles.
Otherwise, great ship.
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Those guns will get proper detailing latter, don't worry.
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As good as Your Seth :yes: or even better :D
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Dang dude. Fantastic work.
What's the ship that has the standing Vasudan cockpit? I know there's a Ulysses variant around with the standing Vasudan.
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IIRC, its the Bakha.
Edit: Confirmed.
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You misunderstand. I'm talking about a ship that is HTL'd and actually already has the "standard" Vasudan cockpit modelled for a front facing cockpit like the Ptah has. I'm pretty sure the PVF Ulysses is in FSPort-MediaVPs... but I can't check right now.
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The Bahka is HTL'd...
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I can confirm the Bakha is HTL'ed and has a standing vasudan as a pilot. I didn't check if it uses the TVCockpit.dds texture though.
However I made a standing vasudan from the sitting one I had to check my pilot's size due to this thread: http://www.hard-light.net/forums/index.php?topic=80875.0 (http://www.hard-light.net/forums/index.php?topic=80875.0). It's 2.5 m height. I can send it to you if you want, it uses the TVCockpit texture.
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As good as Your Seth :yes: or even better :D
Basically this.
Things to consider that have nothing to do with the engine:
The two blue lights on either side of the fighter didn't get recesses, though the lights on the dorsal surface did. It's worth considering adding recesses on the side for the lights as well.
The brown plates seem to cover up a tech/machinery/"greeble" texture on the retail. The gaps between your plates (the ones on the dorsal surface of the two side wing things) kind of angle down and to the tail end, which doesn't really let you put a techy texture in the "cracks" later. This suggestion would only apply if you intend on having the fighter showing off most of its innards like retail does.
Tbh, I've always thought the retail fighter looked like turds. I'm sure you could throw anything together for the engine and it would still look better.
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The Ptah's one of those ships that I almost forget exists, but this is a nice go at it.
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Well, you're forced to fly one when you scan the Ravana, and you have the option of flying one in Flaming Sword. This fighter is as deserving as the pegasus for an upgrade.
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oh my!
:yes:
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Well, you're forced to fly one when you scan the Ravana, and you have the option of flying one in Flaming Sword. This fighter is as deserving as the pegasus for an upgrade.
Ah, it wasn't the Ravana you were scanning in that mission... it was something, bigger... a lot, bigger.
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Haha, my bad. Meant Sathanas
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Very good work! Definitely a well done model, sir.
However, I do have one criticism, the middle, top tail's tip looks a bit too flimsy and somewhat odd, as it looks like it's just baring hanging on there. I think it needs a bit of beefing up, perhaps continue the side scaling thing to the end there?
(http://i293.photobucket.com/albums/mm56/HLPHades/Ptah3.png?t=1338071025)
Sort of something like this. Or perhaps end the tail itself in more of a point like the side wings.
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The Bahka is HTL'd...
I stand corrected. I checked the Wiki and it doesn't have any info about the HTL, so I assumed it wasn't.
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Excellent, sir!!
R
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Thanks everyone your comments. :)
@Kolgena:
I'll recess those side lights. However, I have to say I don't like the techy gray texture between plates. They didn't bothered me, but then I saw the original texture. It looks as they just didn't try too hard and decided to draw some scales over a greeble background. It looks hackish. I'll keep the outside of the ship cleaner, and let the machinery stay in the middle.
@Hades:
Yes, that lower part is missing. I'm not good with greebles so I'm leaving those exposed machinery parts for the end.
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@Hades:
Yes, that lower part is missing. I'm not good with greebles so I'm leaving those exposed machinery parts for the end.
Comparing your model with the side of the original, I think I would have done the same thing (leave it for exposed machinery)
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Holy **** that is good, looking forward to the finished project.
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I've been working in the engine section:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah-engine.png)
Now I have to fill all those "expose machinery" sections... wish me luck.
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It's a good start for the engines. The hooked shape looks very Vasudan-y, and hopefully, the exposed machinery parts will also reflect this.
Keep it up! :yes:
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A very nice remake of an already extremely cool ship, and faithful to the original. Excellent work :yes:
Viel Erfolg für den Rest.
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Looks good.
Damn, I can't seem to find anything wrong to say from your work so far.
I feel useless.
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Well, if you have a good concept on vasudan machinery, it would be quite usefull.
All I seem to get is a bunch of bubble shapes surrounded by cables... And I don't like it.
Maybe I should go for a more organic look, as in the Hatshepsut's "head" and "rib cage".
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Maybe taking a look at the mainhall from the Psamtik?
On the concept art for the Ptah the machinery exposed part is not that evident, seems covered by hull plating:
(http://www.hard-light.net/wiki/images/Concept_gvf_ptah_2.jpg)
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:v: themselves have proven many times they were able to build and expand upon their own concept arts instead of just outright copying them. Don't consider the concept art as a word of god ; when you have to choose for the HTL ship, you remain closer to the retail model than to the concept art, as only the retail model really reflects the way :v: eventually chose the ship to look like, as opposed to their early concept they built from afterward.
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Agreed. The Ptah wouldnt' look as good without exposed machinery in my opinion. It'd be like if the Pegasus had real plating instead of exposed internals.
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I agree with Matth here, :v-old: concepts are just the first stage of model design.
Most of it even looks cartoonish, and I think there was a lot of creative work done to build the models into their final form.
And finally, where is the vasudan hall image? (I mean which vp and filename)
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It'll be in one of the retail .vps. sparky_fs2.vp if I remember correctly, under interface. It'll be in a bunch of pieces though I think. Probably easiest to find it if you sort by file size, which should filter out all the buttons and cursors and stuff.
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2_VHall.pcx which is located in sparky_hi_fs2.vp
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Hmm, this thread is lingering... must put screenshots!
I think I've redone the underside of that top part from scratch 5 times already... :nono:
This time I'm liking it more than the others though...
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah4.png)
The inner part of "wings" is yet to be started...
And a little sideview:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah5.png)
(Yeah, I know, missile tubes still not there)
I'll go back to work now.
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You got it pal, you got it. :yes:
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indeed, looking mighty fine from here. c:
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Pure win.
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i love you
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DAT SHIP.
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I'm loving it Dagger, looking great from a design as well as technical perspective!
However, there's a couple of details that are throwing me off:
- First is the cockpit, in your version it is looking very long, as oposed to the original. The good thing about the original cockpit shape is that it gives the Ptah a sort of agressive "stance", something that IMO gets lost in your interpretation, sadly.
- The gun pods look more triangular in the original (green lines in the attached image). Again, helps with the agressive stance.
[attachment deleted by a ninja]
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However, there's a couple of details that are throwing me off:
- First is the cockpit, in your version it is looking very long, as opposed to the original. The good thing about the original cockpit shape is that it gives the Ptah a sort of aggressive "stance", something that IMO gets lost in your interpretation, sadly.
Weeell, we may have a problem here because I've made that on purpose because I think that it gives it a MORE aggressive look.
The retail Ptah's cockpit glass points downward too much to my taste.
This is how I see the situation: the original cockpit glass is facing downward too much. Mine is more centered. Here's a picture:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah7.png)
The arrows represent the eyepoint. Mine is higher 'cause it's on my pilot eyelevel. And I can't get the pilot lower without parts of him going through the hull. ;)
So I don't think I'll be changing that.
On the other hand,
- The gun pods look more triangular in the original (green lines in the attached image). Again, helps with the aggressive stance.
I'll give the triangular shape a try when I get to detailing the firing points.
Thanks for your suggestions!
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I like your approach. There's no way a pilot could fit into the retail Ptah.
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I've finally finished closing the wing section.
The mesh is nearly complete. Still TODO: Cockpit, Detailing.
Mesh is at 7.5k tris.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah8.png)
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Smexy. Well done sir, I'm truly impressed.
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(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Vasudan_ready.png)
He says we're ready to UVMap and I agree. Hopefully, this project will be over in less than two weeks.
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Looks very good. I like it. :yes:
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Looks great so far, keep up the good work!
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I wonder if anyone will get around to a hi-poly volition bravo's ship
edit: that's a joke by the way, though it would be pretty funny to see.
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I wonder if anyone will get around to a hi-poly volition bravo's ship
edit: that's a joke by the way, though it would be pretty funny to see.
will probably never happen .. :P
Looking good the dagger, Texturing is one of the fun parts! c:
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I wonder if anyone will get around to a hi-poly volition bravo's ship
edit: that's a joke by the way, though it would be pretty funny to see.
will probably never happen .. :P
Looking good the dagger, Texturing is one of the fun parts! c:
At least make one without big holes in it--- wait. Does the volition bravos need the tile texture compatibility VP to draw properly?
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At least make one without big holes in it--- wait. Does the volition bravos need the tile texture compatibility VP to draw properly?
No, I believe that was due to some oddity in the textures themselves that the engine couldn't render them on the model correctly, I reported this to the FSU ages ago but I don't remember if it was fixed or not. I'll take a look.
EDIT: Yes, it has been fixed in the SVN.
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I wonder if anyone will get around to a hi-poly volition bravo's ship
edit: that's a joke by the way, though it would be pretty funny to see.
will probably never happen .. :P
Oh, I'm sure it'll happen eventually. I remember talk of someone wanting to do an upgraded model with SCP members' pictures as the pirate faces. :p
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I unfortunately don't know the first thing about modelling, or I'd take a stab at it myself for no other reason to have something a little off the beaten path. I can imagine the hilarity if it was used in a new version of the "Just Another Day" mod.
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I've already started one... :nervous:
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Screenshots are it's all lies!
Edit: if you do that, might I suggest a separate thread. We don't need people thinking the Ptah is a space sail boat.
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Well... I don't think you'll find much vasudan or shivan HTL ships with Google, but there are plenty of high quality XVIII century ships out there. An that's all I have to say about the Volition Bravos.
In any case, this is the last mention I want to hear of that ship in this thread... :p
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Progress!
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah-text-wip.png)
For the record, that image shows no lighting. There's still plenty of work to do...
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I do like what I see so far, nice blend of colours! but do be aware of don't keeping the brown panels too dark to prevent it becoming chocolatey c: Keepp up the good work.
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Thank you.
I'll have to experiment with the shine map in order to get the original's feeling.
The original texture has really intense contrast. As it is now, I think I'll give it a dark diffuse and a brighter shine.
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I really like the general direction of the texture, but it looks like you use a cell-shading filter or something... it looks a little bit odd... :wtf:
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I think the canopy looks a bit too wide, and it did have a bit of framing on it. It might be too late to change this now, but you might look into that.
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RL is getting in the way of progress...
However, here's a pic to show this is still alive.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah-wip.png)
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The glass may look better as pure black/dark grey diffuse map with appropriate transparency paired with a blue specular map. I've always thought that glass with a colored diffuse has looked tacky in freespace. (Gold glass being yellow, etc)
Otherwise, looking good!
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I don't think you can accurately judge the glass from this type of render. It's clearly a 'no-lighting' or 'flat-lighting' render.
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That's a PCS2 render. Ingame the glass looks totally different, but the lack of shinemap for now makes the rest look akward.
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This looks fairly promising, has some nice bits of machinery painting underneath ,keep it up. c:
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Well, I think the diffuse and normal are ready to go...
Next, glowmaps and debris.
In-game shot:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah-wip-2.png)
( I'll retouch the glass a bit )
PCS2 shot:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah-wip-3.png)
( Because in the Model lab, it just looks black :banghead: Damn lighting! )
This is taking longer than I like it to be.
But I hope it will be over soon...
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:yes:
R
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That looks quite good man, nice job.
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That's smokin'! What awesome modelling and texturing!
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Thanks guys! I apreciate the comments and support!
Can't wait to end this one so I can model again. :P
(I have a VERY strict one-model-at-a-time personal policy)
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:yes:
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hey how is this coming?
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RL is stopping me from working. It's currently the end of the fiscal year in here in France and I've been burried in paperwork and reports for the last month. I've mouved too, so that doesn't help. I think the worst part is over, so I'll work on this this weekend.
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Looks good hope to see your models in te next builds
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Another great model :)
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I finally had some time to work on this. I'm pretty happy with it, now it only lacks shields and debris.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/Ptah.png)
Ingame image. I had to reduce the thrusters a little but that's a pretty nice effect though.
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beautiful! also did anybody else see a face with a helmet when they first saw this pic? :nervous:
edit:woo 100 posts
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This is totaly awesome :yes:!
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Very nice
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Speechlessly fantastic!!
R
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The dagger you are a big tease, showing a progress screen shot and all we see is engine glows! :p
But good show, looking forward to the final result.
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Finally, I've finished this one. Download link on first page. I hope you like it!
I'm taking a trip for a week, but after that I'm on hollidays and I'll start with the Sekhmet.
EDIT: grammar correction
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Nice job! I've added this to our testing folder for the next MediaVPs as well.
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woo! afraid I can't test it right now since , airport. Wiil take a looksie when I get home. c:
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Hello everyone. This model is a great piece of work :D FS i getting prettier and prettier with every refreshed ship
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Okey the dragon it's a great release! I love the model and the textures are good, but heres my gripes with it.
The normal map is non existent, You can't tell the difference when its on or off. (except on some highlights) And it really makes the texture flat.
This is appear ant when you view it from below where the less good texturing really stand out. And instead of the normals enchant the good bits, it regrettably makes the flaws stand out.
Lods1-3 and debris has no smoothing, I don't know how much this reflects on the visual aspect but I think it's small a oversight that could be easily fixed. c: Finally no table file, remember to include it in your text release.
Again I really like this model but fixing these minor flaws would make it so much better.
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Finally no table file, remember to include it in your text release.
Can't you just use the retail tbl entry? I'm assuming that everybody has access to it. Or do you mean a .TBM?
R
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The way he released it, it didn't require a .tbl or .tbm.
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Congrats on the release of one sweet-looking ship! Many kudos on taking the effort to get it all the way from nothing to in-game, too :yes:
Hello everyone. This model is a great piece of work :D FS i getting prettier and prettier with every refreshed ship
This is the HLPBB Carl. Moderators, stand clear of friendly newbies. All batteries, fire at will!
(http://s15.postimage.org/apbzrvbuz/awbeam2_green.gif)
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There is a strange lighting artifact I'm seeing in the model viewer and in-game. I suspect you might have left a vertical pane of glass cutting straight through the middle of the cockpit, dividing it into left and right halves.
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Ok, I'm back from hollydays and I'll address the issues you have stated in the best way I can.
I didn't put a tbm cause this model overrides the old one (it has the same name, if you just put it in the models directory, it works fine).
Should I put a TBM?
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Nah, tbm is required only when there are stuff like subsystem name changes, new subsystems, etc. If no table changes are required then it's all fine.
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yeah sorry my bad about that tbm file. :1
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Unless you're sure you want to reply, please consider starting a new topic.
I can necro my own thread if I want to! :doubt:
So, I'm reworking this fighter 'cause I felt the some parts where too low quality. I thought I could work it out with a good texture, but no :nono:
Plus, I have polies to spare.
Ptah (View in 3D (http://p3d.in/LnR22))
(http://p3d.in/model_data/snapshot/LnR22) (http://p3d.in/LnR22)
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That is amazing.
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Get Oddgrim to texture it for you.
R
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Don't doubt his own skill.
As for the model, :yes:
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Looks way better! However, I think that there's no point in having those super deatiled engine nozzles. They are simply too small for that to be noticed, not to mention they will be hidden by the engine glows.
No problem in using that for normal map projection though :)
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Looks great! Looks like you have some verts sticking out from your underneath detail ;)
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@Raven2001: I agree those nozzles are overkill... I'll simplify that thing if the necessity arises, but for the moment it doesn't hurt to leave them. After all, it's easier to remove polies than to add them.
@Rampage: I'd like to give texturing a try myself. If Oddgrim wants to volunteer, I'll leave it to him, but I think he has other projects going on.
I'll try to make updates on the model as I work on it, firstly because it forces me to keep working and secondly 'cause I'm an attention whore :p.
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I doubt your poly count is high enough to warrant removing detail that you've already added.
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Well... now I'm at 18k tris so it's time to stop. That includes the hi-poly pilot.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Ptah/remake.png)
p3d link (http://p3d.in/LnR22)
There's some stuff I don't like so much but if I keep at this I'll never end...
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Sweet. Now we have a sick LOD1 AND LOD0.
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I highly doubt the original 'lod0' is low enough poly to warrant being lod1.
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The older one is great. The new one is droolworthy.
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That is amazing!
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Hi and thanks for the comments!
It took long but I'm finally done with my texturing practice on the Seth. I've also included Oddgrim's awesome-looking pilot.
Retextured Seth:
Seth (textures at 1024 x 1024) (View in 3D (http://p3d.in/gw1xp))
(http://p3d.in/model_data/snapshot/gw1xp) (http://p3d.in/gw1xp)
Download (textures at 4096 x 4096):
http://www.mediafire.com/?1pv1fw8l5w3nrg3 (http://www.mediafire.com/?1pv1fw8l5w3nrg3)
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Seth/rerelease.png)
I'll get the Ptah's textures started as soon as work allows me to.
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(http://forums.freedomstudios.net/images/smilies/durr.gif)
Awesome!
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It's full of win!
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Bumpage for Re-Release. See first post. It only took me 2.5 years! :blah:
It was getting annoying to have this thing half finished so I textured it. Now back to BWO...
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Tagged for inclusion in the MediaVPs.