Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Hades on November 21, 2010, 11:15:45 am
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Sup, after getting the model from MjnMixael, I started work on a HTL Hermes.
(http://filesmelt.com/dl/hermes.png)
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Sweet, but i kinda liked that edgy nose (Don't brick me :nervous: )
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Yeah, change the nose back.
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I kind of agree.
Hermes nose should be Hermes shaped.
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:nervous:
Told ya... :p
However, I really like the engine area! :yes:
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(http://filesmelt.com/dl/hermes1.png)
not all that sure about the bottom part, though...
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Yum, engine greebles.
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I don't think that door should be recessed... that would be fine if it slid into the wall, but it looks like it's hinged. In this case it ought to be flush with the side, with a nice bevel.
Love the engine greebles. I hope you're preserving as much of the UV mapping as you can?
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I don't think that door should be recessed... that would be fine if it slid into the wall, but it looks like it's hinged. In this case it ought to be flush with the side, with a nice bevel.
Love the engine greebles. I hope you're preserving as much of the UV mapping as you can?
I actually started over from the retail mesh and made my own, so it'll need to be remapped anyway. Not to mention parts are so different it'll need a new texture anyway.
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Lookin' good~
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I always felt the skids were kind of amphibious, now they look more fork-lifty. :blah:
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(http://filesmelt.com/dl/hermdoor.png)
The doors looked hinged in the textures, I was just replicating that.
I always felt the skids were kind of amphibious, now they look more fork-lifty. :blah:
wat
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You know, like one of those pontoon-equipped helicoptors.
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(http://filesmelt.com/dl/hermes2.png)
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Oh yea now we're talkin'! :yes:
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You can stick a fork in that now Had.
It's done :yes:
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I like it.
As for the door hinge, it can easily be a reverse-airplane hinge where instead of straight swing out, it pops out then follows the hull towards the front.
Good follow on the stock texture, nice implementation of details, Just needs mapping, LODs and Debris. I call it good.
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The smoothing needs a little fixing but it looks good
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(http://filesmelt.com/dl/hpipes.png)
Not done just yet. ;)
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ok, it's looking good.
I'm liking the upper hatch thingy, nice detailing.
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Wow! The Space Train now looks good! :D
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I have to wonder if those details on the doors would be better on the normal map. Given the size of this thing, I think that geometry details are less effective than normal map detail.
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I have to wonder if those details on the doors would be better on the normal map. Given the size of this thing, I think that geometry details are less effective than normal map detail.
I just kept them there for screen-shotting purposes, really.
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I'd agree. Re-extrude the door so it's flush with the hull, while leaving the gap. This can in turn be used to bake a normal map.
I will state that I'm not a fan of the over-accentuated upper docking mount. I'd personally rather see the smooth(er) original shape of the Hermes retained while the details are enhanced. Furthermore, be careful not to stray too far from the design with engine details - though the Hermes was always blocky, it did maintain the appearance that it could be shot out of something. If you break up the surface too much, you'll lose that design characteristic.
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I will state that I'm not a fan of the over-accentuated upper docking mount. I'd personally rather see the smooth(er) original shape of the Hermes retained while the details are enhanced.
What. I haven't strayed in terms of smoothness from the original, and in some places, it's even smoother.
Furthermore, be careful not to stray too far from the design with engine details - though the Hermes was always blocky, it did maintain the appearance that it could be shot out of something. If you break up the surface too much, you'll lose that design characteristic.
The part you're talking about was only like that because the ship itself was low poly.
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(http://filesmelt.com/dl/hermessmooth.png)
I did, however, tae it into consideration and smoothed a little more. :p
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Just make sure you back your work up. I think we've lost the last one or two attempts at a Hermes. :p
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this looks good.
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wireframe and polycount plz? :p
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Nice rails. :yes:
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1999 untriangulated and;
(http://filesmelt.com/dl/hermes3.png)
That thing on the side, under the window and in front of where the door is going to be a nameplate. I'd read 'EP 01' for Escape Pod 01, etc.
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Looks good. Does the door open?
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Why would it?
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For...cutscenes?
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Rofl. On topic though, I like how this is going. I especially like that pipe in the middle.
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(http://filesmelt.com/dl/hermes4.png)
Final mesh and LODs.
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Shouldn't the LODs be done after UVing?
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Well Zacam told me to go ahead and LOD it and send it to him to UVMap. :p
Anyway I'm redoing the lods because of valuable feedback from Axem.
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Just make sure you back your work up. I think we've lost the last one or two attempts at a Hermes. :p
Yep, since I'm done (just finished redoing LODs) I put it up on the FSU SVN so someone can take a shot at doing the rest.
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(http://filesmelt.com/dl/finalhermes.png)
Ok, now I'm done. :P
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Fantastic and impressive work.
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Those LODs are way too heavy. You should use the lowest one in there as LOD1, with the retail model as LOD2 and a simple cube as LOD3.
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Those LODs are way too heavy. You should use the lowest one in there as LOD1, with the retail model as LOD2 and a simple cube as LOD3.
They've been revised, and Axem's advice was to have their polyconts be 4700 (the first lod, triangulated) to 1500 polies, to 600, to 200, and that's how the current lods are that are up in the FTP.
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(http://filesmelt.com/dl/hermengine2.png)
new engine on the left.
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They've been revised, and Axem's advice was to have their polyconts be 4700 (the first lod, triangulated) to 1500 polies, to 600, to 200, and that's how the current lods are that are up in the FTP.
Still too heavy, IMHO. For a ship this small LOD3 ought to be no more than a 12-polygon cube. On all but the very lowest detail settings, it will only be used if the pod is the size of four or five pixels.
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Whoa. Talk about speed modeling. How did a new mesh come into existence here since the last time I logged in?
Looks fantastic. Give it higher res textures! :P
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(http://filesmelt.com/dl/smoothed.png)
I smoothed some parts to make it less sharp.
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I liked it better sharp. now it looks like a blob.
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I like the current shape. A texture will give it more definition, but I think this mesh looks good and is certainly suitable.
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I liked it better sharp. now it looks like a blob.
Maybe I'm just used to seeing a Hermes with knife-sharp edges, but now it looks like putty, instead of a tough escape pod.
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(http://filesmelt.com/dl/smooth2.png)
How about this?
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Good compromise :yes:
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Better, but I still prefer the one with the blocky sharp edges.
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Well I like the current one.
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Okay, the outside's good enough.
So when are you starting work on the interior?
I kid
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Mesh is done now, gonna redo LODs and send it to Zacam so he can UVMap and texture it.
Also, a comparison of it to the retail mesh;
(http://filesmelt.com/dl/HermesComparison.png)
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needz moar AO
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(http://filesmelt.com/dl/LODs.png)
As the LODs are done, it is ready for UVMapping and texturing.
Detail0: 5080 triangles, Detail1: 1174 triangles, Detail2: 132 triangles, and Detail3: 44 triangles.
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Much better!
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Maybe I'm just used to seeing a Hermes with knife-sharp edges, but now it looks like putty, instead of a tough escape pod.
They were tough? :lol:
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Err, as long as noone is sneezing inside it, it should hold on...
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Err, as long as noone is sneezing inside it, it should hold on...
^ this. :P
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Wow this popped up out of nowhere and got nearly finished before I spotted it - nice!
I am a big fan of the engines and that awesome random pipe. Well done. :)
Edit: Err, totally OT, but far out my sig MVP links are a bit out of date. Time to fix.
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Too bad usually whenever I see these in-game, I naught even glance at them, other than assigning a fighter or two to grant them cover.
Outstanding job, in the truest form.
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You should play BP. You get lots of chances to stare at them and shoot them down. o_o
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Thread split. How soon can we see textures? :)
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(http://filesmelt.com/dl/hermes6.png)
I hope not before too long, but I've still got some more reworking on the model to go. This compares the old to the new, I was trying something new on the engine on the new one.
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I don't think it's nessesary, you'll increase polycount on something obscured by engine glow.
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What dragon said. Not only something round like that look odd to me at this place, but since it's gonna be under thrusters anyway, I don't think it's necessary indeed.
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I don't think it's nessesary, you'll increase polycount on something obscured by engine glow.
However the thruster anim might be scaled down to fit the new engine.
none the less, circular thing on hermes just feels wrong 8)
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No, it does not need any poly reduction, nor can I reduce it anymore. A cylinder being 'off' on the Hermes? You'll probably not like the Medusa, then.
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I like it, for one. It'll also look a lot better when a pod is disabled.
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If you're going to have to add an engine, I'd rather have it be more detailed than a cylinder. Although I don't believe that we should stick with retail for this, the thruster only works on the top of the rectangle. If you really want cylinders, add a few small ones on the top. It looks too big as one giant thing.
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and if disabled?? ive seem disabled pods.
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It's just that... it's just a circle in the middle of a square. That just looks completely off as-is. I don't say it's a bad idea to change the engine shape, but what you currently have here just looks... off.
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Hey here's an idea there could be four additional thruster cones in the corners of the square.
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and if disabled?? ive seem disabled pods.
Then make them look better.
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Oh the haters.... :P, I like the engine as is... (don't mind the haters, make the ship exactly as you want it!)