Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: bobbtmann on July 14, 2017, 07:49:06 pm

Title: Cargo Pusher
Post by: bobbtmann on July 14, 2017, 07:49:06 pm
Started working on this cargo pusher the other day:

(http://i.imgur.com/HYj3aQn.png)

A side view
(http://i.imgur.com/9rtjrFb.png)

Pushing some cargo containers
(http://i.imgur.com/5bQnrKd.png)

Any feedback is welcome. I think I'm going to push the neck on the top forward, so that it rest against the cargo container.
Title: Re: Cargo Pusher
Post by: Nyctaeus on July 14, 2017, 08:48:04 pm
I like the idea and the model at all but when I saw this for the first time, I imagined it with three cylindrical containers. I would make it the same size as Triton or Argo and make a regular freighter from it, but I guess it's gonna be smaller in your original concept.
Title: Re: Cargo Pusher
Post by: bobbtmann on July 14, 2017, 10:02:37 pm
Do you mean you'd make it smaller? It is quite large, and I'll probably have to make a custom container to go with it.

P.s. for reference, that little floating box in front is a 1.8 m tall person
Title: Re: Cargo Pusher
Post by: Trivial Psychic on July 14, 2017, 10:58:41 pm
You may want to add moving latches to the end of the dorsal arm, and change the ventral arm to suit the same purpose.
Title: Re: Cargo Pusher
Post by: Nyctaeus on July 15, 2017, 04:37:54 am
Do you mean you'd make it smaller? It is quite large, and I'll probably have to make a custom container to go with it.

P.s. for reference, that little floating box in front is a 1.8 m tall person
Haven't noticed it :P. Okay, so the size of the ship itself is proper than, but the current cargo iz gargantuan :P. I would just go with three smaller cargo as I mentioned in my previous post.

Good job so far :yes:
Title: Re: Cargo Pusher
Post by: bobbtmann on January 06, 2018, 12:09:54 am
So this was as far as I got in August, when I got a job and stopped working on it. I got a week of this Christmas, and thought I'd try to finish it.

(https://imgur.com/B4MdoAT.png)

I got frustrated with how it looked, so I scrapped the texture and the UVs, and made the mesh more detailed. I had planned to finish it by the new year, but I only finished UVing it tonight. I hope with current technology I'll never have to UV unwrap again.

(https://imgur.com/Fq97BC8.png)

This is what it looks like now, I haven't begun re-texturing it.

(https://imgur.com/VbEBTtq.png)
(https://imgur.com/SphSRsj.png)
(https://imgur.com/JUs6yrI.png)


So that's where I'm at now. Any thoughts, especially on the texture? I find the old one looked  too Star Wars-ish, like a separatist ship.
Title: Re: Cargo Pusher
Post by: Oddgrim on January 06, 2018, 03:20:25 am
mmm This is a very good looking mesh, if you are looking for a more FS look a colour palette and textures based off the GTT Elysium would look good.(http://rpggamer.org/uploaded_images/elysium.jpg)
Title: Re: Cargo Pusher
Post by: bobbtmann on January 06, 2018, 10:47:43 am
mmm This is a very good looking mesh, if you are looking for a more FS look a colour palette and textures based off the GTT Elysium would look good.

That's a good idea. I had originally used the Argo as my inspiration (not shown), but the contrast between the armor and the not-armor sections was too high. The Elysium palette is less contrasty, so I'll give it a shot.
Title: Re: Cargo Pusher
Post by: HLD_Prophecy on January 06, 2018, 01:12:22 pm
This is really cool. It's an interesting concept - Freespace freighters typically hug or envelop the canisters in some way, like the arms on a Triton or Poseidon.

But this is more like a real-world tug, where it just gets up behind and pushes. It looks unique to me. I wish I was doing some project where I needed civilian designs; I'd definitely go for this.

Thanks for putting it together!
Title: Re: Cargo Pusher
Post by: mjn.mixael on January 06, 2018, 01:20:11 pm
How many of these to push an Arcadia around?
Title: Re: Cargo Pusher
Post by: xenocartographer on January 06, 2018, 05:35:23 pm
Aaaaaaaaaaand bookmarked.
Title: Re: Cargo Pusher
Post by: Colonol Dekker on January 07, 2018, 02:10:41 am
This is so cool. :yes:
Title: Re: Cargo Pusher
Post by: whitearrow on January 07, 2018, 10:58:25 am
Very, very cool, I like it very much! I love the shape, with that command tower making it so original. So far, great job!
Title: Re: Cargo Pusher
Post by: bobbtmann on January 07, 2018, 01:37:26 pm
How many of these to push an Arcadia around?
It depends on what looks good. If you can find a couple good surfaces to push against, two sounds reasonable. Maybe three.

Also as a bonus, it does come with its own cargo containers:

An individual container, featured here next to a Chronos. The Chronos can carry these containers, and they're wide enough that the Triton can carry them without looking out of place.
(https://imgur.com/s8lDUAP.png)

A bunch of the above-mentioned containers get loaded onto a rack, and the whole lot of them get pushed by the cargo pusher:
(https://i.imgur.com/7aW9cke.png)

And here's an Arcadia for scale:
(https://i.imgur.com/S5rlNY3.png)

I wasn't planning on having the cargo rack being populated by individual containers. Just a big hollow mesh that makes it look full, maybe another that makes it look half full.
Title: Re: Cargo Pusher
Post by: bomb3rman on January 09, 2018, 08:08:30 am
This is just... brilliant. :)
Title: Re: Cargo Pusher
Post by: bobbtmann on January 27, 2018, 05:03:29 pm
Deleted some parts of the mesh in order to clean up its form a little.
(https://i.imgur.com/8lIfH7T.png)
(https://i.imgur.com/EJ4mkQe.png)
(https://i.imgur.com/XdONXru.png)
Title: Re: Cargo Pusher
Post by: Nyctaeus on January 27, 2018, 07:51:16 pm
I think scaling factor of plating texture should be smaller. This looks a little bit noisy. Otherwise I like it. Very good color arrangement and excellent base metal. Is this gonna be PBR-supporting model?
Title: Re: Cargo Pusher
Post by: bobbtmann on April 07, 2018, 10:44:43 pm
I've fallen off this project, but I'm trying to get back on. I have a question about textures: What are the recommendations for texture formats/naming? Is it still shine, glow, normal? Or is there something new with the PBR, or do I do old system and new?

Also, would anyone like to help me by rigging this for me? I've got the ship, a couple cargo racks, and a handful of containers to rig up. I normally take pride in doing it all myself, but it takes me forever to get them in-game, easily as long as it takes to make the thing in the first place. Any help would be appreciated!
Title: Re: Cargo Pusher
Post by: Nyctaeus on April 08, 2018, 02:32:10 am
PBR models uses the same formats, but -shine was replaced by -reflect. You can find more information how to prepare your reflectance maps here (http://wiki.hard-light.net/index.php/PBR_Workflow) and here (http://wiki.hard-light.net/index.php/PBR_Reference_Guide). Old specular is not needed anymore, but if making -reflect is too complicated, engine will still handle older, non-pbr workflow and classic -shine.
Title: Re: Cargo Pusher
Post by: bobbtmann on April 08, 2018, 02:26:52 pm
Thanks!
Title: Re: Cargo Pusher
Post by: AdmiralRalwood on April 08, 2018, 03:05:51 pm
As the wiki links point out, there's also -ao maps for ambient occlusion (which was often, pre-PBR, baked into the diffuse).