I think PhantomHoover hover is on about the fact that all the ship seems to be atm is a cannon with a load of plates stuck to it, many of which, to me anyway, dont seem to be protecting anything, jutting away from the ship with not even anything to support them.the ship actually IS a cannon with plates. The plates will gain a support and will protect the secondary anti-ship weaponry. I will add thicker armour to the cannon in case.
Personally, it dosnt look like there are a lot of places for crew to occupy, sub systems to be located and stuff like that unless you are thinkign they should be in the plates themselves, also looking at the cannon is it a UEF mass driver type? in which case where woudl the ammo be stored.
while I know this sort of stuff comes under the category of what ever works for you and it's your model to take where you like, to me it feels to streamlined to be plausible.
Personally, it doesn't look like there are a lot of places for crew to occupy, sub systems to be located and stuff like that unless you are thinking they should be in the plates themselves, also looking at the cannon is it a UEF mass driver type? in which case where woudl the ammo be stored.
while I know this sort of stuff comes under the category of what ever works for you and it's your model to take where you like, to me it feels to streamlined to be plausible.
Looks around anxiously to see if Leggate Dumar is listening. :nervous:I wonder if he's any relation to Legate Damar (http://en.memory-alpha.org/wiki/Damar)...
Draws the exact right lessons from the ISD.For some reason, it makes me think more of the Kyoto-class, from X3: Albion Prelude.
Actually, when I first saw it my first thought was "looks somewhat Cardassan in design influence".
Looks around anxiously to see if Leggate Dumar is listening. :nervous:
For some reason, it makes me think more of the Kyoto-class, from X3: Albion Prelude.Thank you! I never played X3 or Mass Effect. FS2 actually is the first space sim I'm playing from the time I quit playing Colony Wars series! Anyway, the models that inspired me most were the Executor from Star Wars (which is one of my favorite ships) and Yamato battleship from Star Blazers.
On the other hand, I've previously described the Kyoto as a cross between an ISD and a Narn cruiser, so...
Either way, awesome ship!
Wait a minute, this is your first model? That's pretty effing impressive. I'm digging the aggressive lines!
Are those the hangars under the bridge? I like the openness of them, and that chute exiting forward is really cool.
That ship looks fantastic.
Given the amount of detail, I could guess that a good chunk of the polygons your ship has comes from the railguns, or however they are called. Try reducing the amount of polygons on those once you get to optimizing. And as Luis mentioned, a good normal can replace the "bones" in the cavernous engine section.
Aside: The bridge looks awesome as heck. How do you people come up with such interesting shapes? Getting back into modelling is difficult since all I got is the slow boxes and up technique.
(http://img32.imageshack.us/img32/5968/k3w0.jpg) (http://imageshack.us/photo/my-images/32/k3w0.jpg/)=>
It heavily reminds me of a Star Wars Imperial-class Star Destroyer, probably due to the daggerish shape and Bridge placement. That would make it a craft heavily geared towards forward assault, much like how all the Shivan-inspired attack patterns. Still, very impressive
I thought of that, too. This ship is starting to remind me of a joint Vaygr-UEF designed ship.
It's the first time I see this "Vaygr"...You, dear sir, are making kitties cry.
ahhww now you've ruined it.
he'll spend his days playing hw instead of progressing with the model.
The shield option makes the most sense to me--after all, they're the most efficient, especially given that you could divert power to the shield to recharge it faster than normal, which you couldn't do with armor. On top of that, it'd require bombers to carry anti-shield weapons when before they could just carry an all anti-armor loadout.
That, and I'm not sure how the clock-like blade iris would even work. If the rotating pivot point is the center, doesn't that mean that the blade iris is always at least partially blocking the cannon?
The issue with the iris solution i think is making the animation happen every time the beam fires. if using the beam fire sexps then it is workable but if the weapon is free firing then it will be extremely difficult iircSpoon managed that on his Caliburn cruisers. They have a simpler hinged door, but the triggers are the same.
Ok, THIS is what the Masyaf should be when this gets finished. :cool: :nod:
The Vexor (http://www.hard-light.net/wiki/index.php/FD_Vexor) is Steve-O's model.Ah that's still the original/a remake by Steve-O himself. Kudos to him for that one then; assumed it a remake by Arrow; pardon confusion.
*snip*
Fantastic. :D
Hng.
I have no idea how you plan to unwrap / texture that, and I can only wish you good luck. I will be glad to see it released in 2024. [/pessimism]
Seriously though, excellent greebling.
you could probably just replace the cylinders that make up the smaller pipes with cylinders that have fewer sides.
ehm... 225000... :nervous:
Anyway you can read the polycount on the screenshot itself: in the upper side there is a gray bar, by the center of which there's the counter. But I'm planning to re-design those railguns under the plates: each couple is over 4000 faces...
Hell :shaking: theres not way this is going into freespace blueplanet at war, sins has a 40000 triangle limit.How did you even Solaris
Hell :shaking: theres not way this is going into freespace blueplanet at war, sins has a 40000 triangle limit.How did you even Solaris
Hell :shaking: theres not way this is going into freespace blueplanet at war, sins has a 40000 triangle limit.But... esarai's Murugan is over 80000 faces. Are you saying it could not been in BP too?
the decimate modifier is your friend, it has an option to auto reduce polys, in your case, the option to merge faces with angles lower than 5% might be a good ideaDo you mean the "limited dissolve" command in blender? I am a bit reluctant to use it, because it seems to cause facet distortion. But yes, it kills half the polys...
Hell :shaking: theres not way this is going into freespace blueplanet at war, sins has a 40000 triangle limit.But... esarai's Murugan is over 80000 faces. Are you saying it could not been in BP too?
Wait a second! I didn't realize that BP at war was the Sins of a solar empire mod! Is there the 40000 polys limit also in BP act 4-5 for Freespace?
Nice ship. (I bet you are getting tired of me saying slight variants of that phrase. :P)
As for a name, how about Ekajaṭā (http://en.wikipedia.org/wiki/Ekajati)?
There's no poly limit in BP
It reminds me of a Shivan ship for some reason... maybe it's the camera angles. I literally did a triple take on the pictures before I realised it was a Terran design...
Also, I must say this thing looks quite like a stealth frigate. I know that's virtually impossible in space, but it just screams stealth.
I know that's virtually impossible in space, but it just screams stealth.
My only concern is it not replacing the Narayana Masyaf if it gets picked up by BP...
I doubt it would happen but... ya know.
You can always use tiles/parts of other textures and than bake them all into single texture. Despite the method of texturing U will use, I wonder if that detailed model should use one texture, as the polycount is pretty high. I think it should use 2-3 2048x2048px maps or one single 4096x4096px texture.
Wish you luck. You will need it, as it will be somekind of horror to make uvmapp for this :P
Gorgeous.
A very beautiful ship! :yes: :yes: :yes:
how about naming it Phobetor.
https://en.wikipedia.org/wiki/Phobetor (https://en.wikipedia.org/wiki/Phobetor)
here is a normal map for the panels texture, if you want to use it:thank you Fightermedic! Did you already use that texture?
not a fan, i'd prefer a clean, sleek, 'ceramic' look to those plates, like whitearrow is doing right nowyes, I initially preferred that too, but since this ship has been built also to endure tev's beams salvos I thought it must those plates...
Any chance you can tell me how to get my hands on that sexy skybox?
Love the ship design as well!
thank you Fightermedic! Did you already use that texture?i've used it on some of my lego ships in different color, so i figured i can as well post the normal in case you wanted to use one, and save you some time :)
Actually I used it just to have some kind of regular geometry shape that could also give the general idea of spaceship panelling. I don't know whether I'm going to use it on the definitive version. Thanks again anyway.thank you Fightermedic! Did you already use that texture?i've used it on some of my lego ships in different color, so i figured i can as well post the normal in case you wanted to use one, and save you some time :)
I would. The ship is already with a good chunck of fragmented geometry the last thing it needs is further fragmentation with plate normal mapping.I see your point Luis. Should the community ask for a clean version, without plates, I'll consider releasing it too...
Please don't. The ship is magnificent as is already. Do the "lets detail every single pixel" mentality in the under parts and everything that is not already "plated". It's not as if the ship is anywhere near tactical feasability - I mean it has Wings! increasing its profile for better shooting at it with no clear upside to it!
Doesn't mean I don't love it. Because I do. It's beautiful.
I would. The ship is already with a good chunck of fragmented geometry the last thing it needs is further fragmentation with plate normal mapping.
Please don't. The ship is magnificent as is already. Do the "lets detail every single pixel" mentality in the under parts and everything that is not already "plated". It's not as if the ship is anywhere near tactical feasability - I mean it has Wings! increasing its profile for better shooting at it with no clear upside to it!
Doesn't mean I don't love it. Because I do. It's beautiful.
But Aquila is a command ship of the GTVA.Uh, what?
Uh, finally some progress on the texture. Me likes! :) :yes:Well this texture has existed for long time. The problem is that I cannot manage to export it into PCS2. I am kinda stuck there...
I know some folks say they see Shivan lines to the ship, but the way the armor plates are, I see more Vasudan influence.It's Shivans... I have never thought about Vasudans for this ship, but I am glad that my design suits to more than one interpretation!