Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: headdie on April 10, 2013, 07:07:57 pm

Title: Headdie's Workshop
Post by: headdie on April 10, 2013, 07:07:57 pm
http://www.hard-light.net/forums/index.php?topic=84313.0 set my brain off on a tangent for a Tac 1 scale liquid container, I know there is no real pure logical reason for one but I figure it might be useful for visual variety.  Having spent a few hours speed modelling it the main model is complete with an AO bake texture applied and I am now releasing this as is under the following CC Licence.
Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) (http://creativecommons.org/licenses/by-nc-sa/3.0/)

http://p3d.in/7LLkn for a look at the model

contained in the files are: pof file, textures and TBM ready to drop into the game, dock and path points are already set
also several "dev" files including, XCF, OBJ, DAE, Blend.

Zip (http://www.mediafire.com/?sciuxy2o336qtum)
7z (http://www.mediafire.com/?wbrbn1a1vu4deby)
Title: Re: Tanker Cargo Container
Post by: mjn.mixael on April 10, 2013, 07:16:45 pm
Hmmm, interesting. I might just have to give this a quick texture and use it.
Title: Re: Tanker Cargo Container
Post by: Black Wolf on April 10, 2013, 08:20:48 pm
I continually regret not making sure the T-Gas1 was the exact right TGas-1 size before I released it. It is very, very close, but still looks a little odd when used in Poseidons and Chronos'. I do have a bracket for it that solves most of those issues, but I can definitely see the value in something like this. :nod:
Title: Headdie's Workshop
Post by: headdie on May 05, 2013, 08:58:34 am
Spent a few hours on another container quick project, nothing as detailed as the last one this time but another one in the Tac 1 scale, this time an "over sized" container which is about double the width of a Tac 1 but otherwise the same sort of size.  As before the main model is complete with an AO bake texture applied and released under the following CC Licence.
Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) (http://creativecommons.org/licenses/by-nc-sa/3.0/)

p3D view (http://p3d.in/XDWtA)

As before the files contain pof file, textures and TBM ready to drop into the game with dock and path points already set
also several "dev" files including, XCF, OBJ, DAE, Blend.

Zip (http://www.mediafire.com/?zzkr19m8dxe0ikh)
7z (http://www.mediafire.com/?yqzx82qfaikel8b)
Title: Re: Headdie's Workshop
Post by: pecenipicek on May 05, 2013, 12:03:24 pm
so many wasted polies... (other than that, no other criticism)
Title: Re: Headdie's Workshop
Post by: Black Wolf on May 06, 2013, 12:12:05 am
so many wasted polies...

This. A quick, basic optimize before you UVed it (either automatic or manual) would have saved you a tonne of polies here. Sure, polies aren't as significant as they used to be, but good, efficient modelling is a habit that you should aim to get into regardless.

Also, a bit more detail mightn't go astray. As it stands, because of the way the symmetry works, it's going to look very similar from every angle. A few doodads, like a modeled dock-point or other greebles (The TAC-1 has some cool ones for reference), positioned in such a way that they break the 3 axis symmetry, would be a very welcome addition. If you want to keep the current bounding box, recess them so that they're flush against the current surface.

[EDIT]Actually, the TAC-1 is a very good example of the point I'm trying to make about the symmetry. If you assume the HTL model, where all the recesses and greebles are modeled (I think), then you can't take one corner (i.e. 1/8th of the model) and mirror it along every axis to produce the final product. With your model, you can do that, so the overall look is going to be very samey regardless of your angle of approach. This isn't necessarily a terrible thing, and I'm guilty of it myself with my cargo container (TGas-1) but breaking your multi-axis symmetry will go a long way towards increasing the perceived detail of the model I think.[/EDIT]

Anyway, all that aside, more cargo containers would be very cool. I'm assuming that this is meant to fit into the Chronos only?
Title: Re: Headdie's Workshop
Post by: headdie on May 06, 2013, 06:29:48 am
fair enough.  and yes this is designed for the Chronos, it's too big for the Posidon
Title: Re: Headdie's Workshop
Post by: pecenipicek on May 06, 2013, 08:40:39 am
the polycount on its own is not too bad, but you have to remember, FSO works on triangles, not quads, so worst case scenario, you end up with twice the poly's you thought you have.

both models are drop-dead gorgeous, make no doubt about that.

Title: Re: Headdie's Workshop
Post by: headdie on May 06, 2013, 09:19:40 am
many thanks, and I will certainly keep pollys in mind in future :)
Title: Re: Headdie's Workshop
Post by: headdie on June 25, 2013, 10:26:18 am
:bump:

as mentioned in the Competition thread I have had a project in the works since I finished the big container previously.
the ship is code named Wayfarer, I wont say much more about it yet as I want a few (I hope pleasant) surprises for you all on it's release.

hopefully the link will work, if not I apologise but I have been having issues getting my wife's laptop to play fair with p3d :(  if it fails I will do a few renders to shop it off

still a long way to go modelling it and then I will need to texture it in order to compete.

edit
now with p3d embedding many thanks to Sandwich for that
Title: Re: Headdie's Workshop
Post by: Luis Dias on June 25, 2013, 11:44:32 am
Nice, a mix between a Fenris and a Karuna ;)
Title: Re: Headdie's Workshop
Post by: headdie on June 25, 2013, 11:54:03 am
yer going for a mix of GTA and BP UEF
Title: Re: Headdie's Workshop
Post by: Nyctaeus on June 25, 2013, 01:55:26 pm
Detail up everything and I would have an excellent usage for this baby :yes:
Title: Re: Headdie's Workshop
Post by: headdie on June 28, 2013, 06:59:18 pm
now with 3d spinney thanks to the awesome Sandwich :D
Title: Re: Headdie's Workshop
Post by: Arpit on June 29, 2013, 12:32:10 am
Looks good especially with the p3d embedding.  :D
Title: Re: Headdie's Workshop
Post by: starlord on June 29, 2013, 03:57:51 am
looks nice!
Title: Re: Headdie's Workshop
Post by: headdie on June 30, 2013, 09:18:05 am
updated the model (http://www.hard-light.net/forums/index.php?topic=84319.msg1696004#msg1696004) with a new chin and some more front detail
Title: Re: Headdie's Workshop
Post by: Enioch on June 30, 2013, 10:29:11 am
Veeeery nice.

[nitpick] The 'ribs' in the bow inverted pyramid are incorrectly beveled in the front. The chamfer is borked down the model centerline [/nitpick]

Just a heads up, headdie
Title: Re: Headdie's Workshop
Post by: headdie on June 30, 2013, 01:28:26 pm
thanks for that
Title: Re: Headdie's Workshop
Post by: headdie on July 06, 2013, 08:16:22 am
:doublepost:

New upload. (http://www.hard-light.net/forums/index.php?topic=84319.msg1696004#msg1696004)  Not been able to do a huge amount this week due to work but I have been able to do most of the engine subsystem detailing, just need to do the main thrusters for it.

once i have done that I will begin on doing the large rear section
Title: Re: Headdie's Workshop
Post by: Enioch on July 06, 2013, 08:43:26 am
Love the antennae and the fins near the engine. Consider animating them. (Warpout/warpin animation a la Voyager nacelles?) (don't hurt me)
Title: Re: Headdie's Workshop
Post by: headdie on July 06, 2013, 09:35:45 am
thanks :)

its certainly worth thinking about
Title: Re: Headdie's Workshop
Post by: Nyctaeus on July 06, 2013, 11:26:32 am
To be honest, I'm not sure about the chin. Without it, she was perfect a Capella-Era UEF cruiser. With it it's similar to nothing and lost her Fenris feel.
Title: Re: Headdie's Workshop
Post by: headdie on July 06, 2013, 11:38:22 am
I can understand that and currently the chin isn't a permanent fixture of the ship at this point with the old model lines still in place on the main hull.  The chin is currently there while I play with Ideas and I am already thinking about several variants using the same core hull with extra bits bolted on for different looks and function.
Title: Re: Headdie's Workshop
Post by: Enioch on July 06, 2013, 12:41:10 pm
It might clash with the 'UEF' style, but have you considered Hecate-like vertical fins, instead of the chin? You know, like the ones the Hecate has in its own prow.
Title: Re: Headdie's Workshop
Post by: headdie on July 06, 2013, 12:44:46 pm
I have thought about them and haven't ruled them out, again some areas of the hull are designed with this concept in mind
Title: Re: Headdie's Workshop
Post by: headdie on July 07, 2013, 11:29:15 am

New upload. (http://www.hard-light.net/forums/index.php?topic=84319.msg1696004#msg1696004)  This weekend has been slow but I have tinkered a little with the model
Title: Re: Headdie's Workshop
Post by: JCDNWarrior on July 07, 2013, 11:35:02 am
it looks very well-made, currently I can't really place the look of it in any known category, perhaps something of a long haul civilian transport comes to mind. Looking forward to see how this further evolves and how well textured it'll be.
Title: Re: Headdie's Workshop
Post by: headdie on July 10, 2013, 06:36:45 pm
New upload. (http://www.hard-light.net/forums/index.php?topic=84319.msg1696004#msg1696004)some more detail work near its fat bottom

it looks very well-made, currently I can't really place the look of it in any known category, perhaps something of a long haul civilian transport comes to mind. Looking forward to see how this further evolves and how well textured it'll be.

  ;) :p

edit:

new update I think I have the main hull detail close to done now though none of the detailing is permanent so if anyone wants to make a suggestion go ahead

the p3d now shows the detailed hull and the plain main hull
Title: Re: Headdie's Workshop
Post by: headdie on August 30, 2013, 08:39:39 pm
 :bump:

New upload.[/url]Wow not dead yet :nervous:

ok so basically I am currently on a laptop with a cruddy little ATI R300 integrated graphics and while it *can* do 3D its like saying Jeremy Clarkson can race in a vintage Citroen, IE it can happen but expect things to break along the way.  for example trying to display the upload in p3d with the texture work I am trying to demonstrate crashes the driver so i dont even know if it's loaded properly.

Texturing as a whole is slow business as i hit problems like if i try to manipulate the view too much in blender in texture view with anything like a good chunk of the model loaded causes blender to break :rolleyes:  so I am experimenting with tile mapping and a few other ideas to try and get this thing textured before christmas.
Title: Re: Headdie's Workshop
Post by: pecenipicek on August 31, 2013, 03:51:32 am
that is a beautifully simplistic mesh there :)


also, the ribs on top of the front piece look like they have a good chunk of "way too many polies" on them.
Title: Re: Headdie's Workshop
Post by: headdie on August 31, 2013, 05:30:25 am
indeed, thanks for the spot on that one
Title: Re: Headdie's Workshop
Post by: Nyctaeus on August 31, 2013, 07:14:27 am
I really like asymetrical rotator :yes:
Title: Re: Headdie's Workshop
Post by: whitearrow on September 01, 2013, 07:55:09 am
I like your detail work very much, but I feel the ship to be unbalanced with those solar panels on the rotor. I like the idea of an asymmetrical shape, but maybe I'd try to keep equivalent masses at the rotor's sides.... anyway  :yes: !!
Title: Re: Headdie's Workshop
Post by: headdie on September 01, 2013, 08:08:15 am
I like your detail work very much, but I feel the ship to be unbalanced with those solar panels on the rotor. I like the idea of an asymmetrical shape, but maybe I'd try to keep equivalent masses at the rotor's sides.... anyway  :yes: !!

there are several variations of the rotator one of which which i might show on the next upload with the antennas and the panels
Title: Re: Headdie's Workshop
Post by: Enioch on September 02, 2013, 04:32:06 am
Lovelovelove this. I especially appreciate the discreet beveling on nearly every 90 degree angle. Smoooooth shines incoming
Title: Re: Headdie's Workshop
Post by: headdie on October 30, 2013, 08:43:11 pm
eeeeek 2 months!!!!!!

ahh, ok so the competition has passed and while i would have loved to have been in the running it was not to be sadly.  good luck to those who submitted in time though.

ach, well the Wayfarer is still an ongoing project but between different things I have lost momentum on it :( dont worry though now my Frankenstein rig seems to be holding up for the most part I am planning on going back to the wayfarer soon and perhaps some of my previous efforts to  :nervous:

in the mean time I want to introduce a 6-10 hour speed project of mine which I had a little inspiration for


meet the Vega class patrol/customs/security type ship thingy.  I see this as a small (94 meters long iirc in PCS2) combat ship designed to maintain order in the trade lanes, conduct customs patrols and generally be a nuance to pirates, smugglers and other space faring law breakers, deployed as a fast (both realspace and subspace) ship from a nearby GTVA base along with a wing of fighters, do it's work and return to base in a few hours or perhaps a couple of days on a long deployment. Envisaged armament would be a small green in the nose, an AFF on each side and blobs in the multiparts.  in its current form I would say it is too small for a true warship or even as a front line escort

the files below contain
Vega.pof
Vega.dae
Vega.obj
Vega.blend (2.49 version)
PNG and XCF versions of the texture files used to build the textures and the textures themselves.
used textures are - VegaMain.png VegatURRETS.png VegaDamage.png and basically consist of an AO bake

the POF contains detail0, damaged versions of the modeled engine subsystems and a debris1 of the forward hull.  no other lods included due to model being low polly

though untested if you were to create a table and deposit the files in the correct locations this ship should work as is.

All files are released under the terms of Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
http://www.mediafire.com/download/saesjxhybavvb7v/Vega.7z (http://www.mediafire.com/download/saesjxhybavvb7v/Vega.7z)
http://www.mediafire.com/download/240k0eiir8migmd/Vega.zip (http://www.mediafire.com/download/240k0eiir8migmd/Vega.zip)
Title: Re: Headdie's Workshop
Post by: Black Wolf on October 30, 2013, 09:47:07 pm
I don't have access to PCS2 right now, but p3d says that your gunship has 60600 polies? I mean, I loves me some gunship, but that's more than a little excessive and inefficient given the simplicity of the design. Apologies if you fixed that before releasing the pof though - as I said, I can't view it.

Anyway, with regards to the actual design, well, while I applaud your decision to go for the smaller end of the market (gunships are great for FREDders) I think you'll find it hard to texture without a little more mesh detail to build on. A few thousand polies worth of greebles and maybe some kind of an exposed bridge could probably be added to this model without funametally changing it very much. And for future models, I'd really reccomend some vertical element to the design, just to break away from that very basic, flat boxlike shape that allt he greebling in the world can't fix.

Still, 5 turrets, 94 m? Excatly the kind of ship I love to use in missions. More of these, please modders! :D
Title: Re: Headdie's Workshop
Post by: headdie on October 31, 2013, 05:49:16 am
yer p3d isnt being nice with it.
PCS2 reports
the hull is 3972 polys
sub objects are 28188 polys
total 32160 polys
Title: Re: Headdie's Workshop
Post by: An4ximandros on October 31, 2013, 06:24:37 am
The amount of wasted polygons in this model, IS TOO DARN HIGH! Just turning wire-frame on gives me nightmares... :shaking:

On a serious note: This has too many polygons. Just the turrets are outrageous, they use 50 or so quads to make the square at the bottom inside of the barrels...

Sorry to come off as a nasty person, but it really needs optimization.
Title: Re: Headdie's Workshop
Post by: headdie on October 31, 2013, 07:21:38 am
nothing nasty about giving me a place to start on optimizing the model.

edit

ok so taken a look at the multiparts and shaved the total polly count down to 20976, still a little way to go but i figured 12,000 pollys would be a good start

p3d and downloads updated with the new version

edit2

Ok so had another stab at the poly count and now its down to 19,196 so in total I have shaved around 1/3rd off the poly count as reported by PCS2. with 3,796 for the hull and 15,400 for the subobjects.

Distribution files are now updated and i think this might be the last I do with this one.
Title: Re: Headdie's Workshop
Post by: headdie on November 14, 2013, 07:45:27 pm
  :warp:
Title: Re: Headdie's Workshop
Post by: Nyctaeus on November 14, 2013, 08:03:57 pm
Did You mapped the Vega using the Mirror? Most of the parts of the uv are doubled in your AO bake...
Title: Re: Headdie's Workshop
Post by: Trivial Psychic on November 14, 2013, 11:19:20 pm
If I may offer an opinion, I feel that if this is a Vasudan ship, your use of parallel plating on the central upper(?)surface feels wrong to me.  I would suggest more of a series of aft-pointed V plates, starting off as obtuse angles at the broader section, leading to acute angles at the more narrow end.
Title: Re: Headdie's Workshop
Post by: headdie on November 15, 2013, 12:57:29 am
Did You mapped the Vega using the Mirror? Most of the parts of the uv are doubled in your AO bake...

yes i did.  I am thinking of revisiting the ship again though so i an change that if it's a problem for you.

If I may offer an opinion, I feel that if this is a Vasudan ship, your use of parallel plating on the central upper(?)surface feels wrong to me.  I would suggest more of a series of aft-pointed V plates, starting off as obtuse angles at the broader section, leading to acute angles at the more narrow end.

yes it is vasudan, thinking in a similar role to the vega and I will certainly give that a try
Title: Re: Headdie's Workshop
Post by: The Dagger on November 15, 2013, 03:32:45 pm
Please add some hard edges somewhere in the Altair. Although vasudans do have curvy stuff, you need some angles too. Look at the upgraded Typhon, Hatshepsut or Sobek, they have hard edges well combined with smooth surfaces.
Title: Re: Headdie's Workshop
Post by: headdie on November 16, 2013, 06:01:40 pm
Please add some hard edges somewhere in the Altair. Although vasudans do have curvy stuff, you need some angles too. Look at the upgraded Typhon, Hatshepsut or Sobek, they have hard edges well combined with smooth surfaces.

how do you mean hard edges? my understanding of this would be the bulk of the ridging on the wings and the spinal plates where there are plenty of right angle type edges
Title: Re: Headdie's Workshop
Post by: headdie on November 17, 2013, 08:45:18 am
updated the p3d model
Title: Re: Headdie's Workshop
Post by: headdie on November 22, 2013, 08:27:14 pm
updated the Altair again with a few model tweaks and a new texture base.

and for those who remember it I have had a hit of nostalgia and am resurrecting the old p brick of mine


to date only updated the 3 twin barreled multiparts since i last looked at it, still deciding on what to do with the ghastly lower superstructure, the wtf turret on the end of that and how to rework the mesh on the rear structures
Title: Re: Headdie's Workshop
Post by: Nyctaeus on November 23, 2013, 04:43:25 am
If I were You, I would rather think about more details to LOD0 like your Wayfayer has. Actualy the Wayfayer is only of your models enough detailed to be considered as up-to-date model, and while other models like Altair and that gunship have pretty good designs and are worth to be finished, I'd like to see more progress on Wayfayer.
Title: Re: Headdie's Workshop
Post by: Black Wolf on November 24, 2013, 08:40:18 pm
If I were You, I would rather think about more details to LOD0 like your Wayfayer has. Actualy the Wayfayer is only of your models enough detailed to be considered as up-to-date model, and while other models like Altair and that gunship have pretty good designs and are worth to be finished, I'd like to see more progress on Wayfayer.

I disagree. Throwing hundreds of modelled panels on something looks good in grey, untextured models, but the idea that it's somehow neccessary to do so to add polies to some point where it becomes "detailed enough" to be considered "up to date" is ludicrous. This new GTCv Capella could maybe do with a few little greebles or doodads here or there, but that'd be optional. It's definitely good enough to justify spending the time UVing and texturing as it is now.

The Altair could probably do with some more detailing, just so that there's somewhere to put textured details on the underside, but the basic design works, and there's no doubt that we need more Vasudan capships.
Title: Re: Headdie's Workshop
Post by: headdie on December 06, 2013, 06:23:51 pm
Wayfayer is proving a pig to unwrap atm, i cant get it to a point I am happy enough with it to move on with it :(  I will get there but it will be slow going.

in the mean time I just spent about 30 mins putting crude main thrusters on the back of Altair and a docking point on its belly
Title: Re: Headdie's Workshop
Post by: headdie on June 11, 2014, 07:18:27 pm
:bump: Ok so been a silly long time again :(

anyhow some updates to the Vega class that I was working on.

firstly ditched the multiparts in favor of some that I have have in other models which I like which are lower polly
did the same with the breams though these are much higher polly
also rounded up a few unnecessary verts
and finally worked on a few new details on the hull hopefully making this more interesting visually.