Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on June 24, 2003, 09:09:27 pm
-
Remember this?
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/Ursa2.jpg)
Well, it's done. Sorta.
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/perspective.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/perspective2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/front.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/profile.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/top.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/rear.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/bottom.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/wireframe.gif)
Sorry about the quality of the renders. I forgot to render before I transferred them to a computer with 'net capability, and had BW do them.
Anyhoo. It's still undergoing a few changes; I'd like some constructive criticism. I'll also try mapping it myself. :nervous:
Let the tomatoes fly. (Thanks to Scorpius! )
-
woot:yes: :yes:
Its very good. Dont think that I dont like it, but I have a few complaints. The gun barrels are just too large and the missle banks dont look right, I think its because they protrude too much outwards and downwards. The cockpit should protrude less outwards, make it closer to the main body.
Other than that, amazing. Textured, this baby will loook uber sweet..
-
Nice one dude. Although, I still think it should have two arm barrels. Yeah, the asymetrical part is what made it the Ursa in a way, but I think it'd be more of a step up if it had two barrels. That and it made firing at anything moving a ***** having one side.
Otherwise, sweet work.
-
The huge triple-barrel is what MADE the Ursa. It's staying. (Not to mention that it doesn't matter that it's offset if your target is 2 km long. :p ) And now it has four gun mounts underneath instead of two, so there.
-
:yes:
-
[color=66ff00]Good mesh but it needs cockpit and warhead launcher work, unless you're not hell bent on getting it perfect.
The shape of the missile banks in particular needs fixing. :yes:
[/color]
-
heh, I made it too :D
nowhere near as many polys tho, and don't think I'll ever finish it actually.
-
That is indeed looking good...I want to see that with top textures and whatnot. This could be a VERY good ship!
-
Originally posted by Maeglamor
[color=66ff00]Good mesh but it needs cockpit and warhead launcher work, unless you're not hell bent on getting it perfect.
The shape of the missile banks in particular needs fixing. :yes:
[/color]
I has a cockpit don't you see? The on the very front of the ship.
-
Thought!
Could those three barrels be made to spin, gatling style?
-
Originally posted by TopAce
I has a cockpit don't you see? The on the very front of the ship.
I think the word "work" isn't placed right, I think he meant that the missile pods and the cockpit needed work.
I think Maeg needed rest, himself :p
-
very, very nice indeed, i can't wait t fly this ship.
-
I agree with what Venom and Maeglamor said. I'd like to add that the engines probably should be bulked out a little more. Right now, they're really skinny. For some reason, that doesn't sit well with me on a bomber.
-
Originally posted by Venom
I think the word "work" isn't placed right, I think he meant that the missile pods and the cockpit needed work.
I think Maeg needed rest, himself :p
[color=66ff00]Actually what you have there is good Irish phrasing, gotta make my phrasing more 'global'. :lol:
...and yes I do need rest. Damn exams. :)
[/color]
-
Originally posted by Petrarch of the VBB
Thought!
Could those three barrels be made to spin, gatling style?
Happarently not (http://www.hard-light.net/forums/index.php/topic,15608.0.html)
That's one hella nice bomber, BTW. Me wants :nod:
-
Very nice.
An Artemis type skin would look good on that thing.
Is it for a camp or just stand-alone?
Oh yeah, Mk. IIs show a lack of imagination. Try GTB Moros (doom) or GTB Bia (strength/force)
-
I think that a texture similar to the original Ursa would look good here (also see the GTB Jotun for good textures). Alternately, you could do a Herc2/Myrmidon type grey skin, though I cant really visualize it. Ursa means bear right (Ursa is the constellation shaped like a bear), so you could name it Bear in another language.
Does anyone remember the Ulysses reskin that was named the GTF Odysseus (different name for the same guy), well that type of thing.
-
I like it, but perhaps there should be second defensive turret on the bottom somwhere. You would think that after all those years the brains in the R&D sector would realize that a big, lumbering target like an Ursa could use some more protection! (Unless, of course, the NEW Ursa has better performance... :nervous: )
-
:eek2:
Holy Hell! That has got to be the (avoid sexiest, avoid sexiest)most awesome bomber I have ever seen.
Makes me want to convert from fighters to bombers... wow.
:D :yes:
-
Originally posted by Corsair114
Makes me want to convert from fighters to bombers... wow.
Bombers rawk, buddy.
-
Bombers rawk, buddy.
Not IMHO, they don't. I don't get much joy outta flying them 'cause, well, I can't. Me + Bomber = no fun/me die quick. My preffered ride is the Perseus... if I had 3DS Max I'd make the fighter I designed with FSDS into a flyable ship in the game, but, for the moment, that is a no-go.
I love Interceptors more than bombers, esp. the bomb-hunting missions.
-
Originally posted by Corsair114
:eek2:
Holy Hell! That has got to be the (avoid sexiest, avoid sexiest)most awesome bomber I have ever seen.
Makes me want to convert from fighters to bombers... wow.
:D :yes:
I dunno. For bombers, I think I prefer a Shivan Yali (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SB-Yali/SB-Yali-05.jpg), but that's just me p1mpin.
I really need to clean that up and get some textures on it... ;)
-
The Shivan Yali looks very cool
-
Originally posted by mikhael
I dunno. For bombers, I think I prefer a Shivan Yali (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SB-Yali/SB-Yali-05.jpg), but that's just me p1mpin.
I really need to clean that up and get some textures on it... ;)
How about the textured version (http://www.3dap.com/hlp/hosted/the158th/dev/narol/yali.png)
-
ah, well, since they do that, why not me? :p
(http://www.swooh.com/premium/venom/variouspics/ursamk2wip)
that's the version I did a few months ago. 600 polys ( triangulated ).
-
Be different! Symmetrize the barrels! You know you want to :nod: ;7
-
Originally posted by Knight Templar
Be different! Symmetrize the barrels! You know you want to :nod: ;7
I sure don't want to, I agree that the assymetrical barrel thing is what makes the ursa cool. you get a kickass gun instead, that's all.
-
I prefer the assymetric design, it's as if the large gun on the side is some sort of retrofitted assault cannon, like the siege cannon in Cataclysm.
-
The first is really better
But that's not matter
Because you've done both
And at least you worked a lot
Open and use TrueSpace
Then go and play FreeSpace!
Yeah!
-
Originally posted by Spicious
How about the textured version (http://www.3dap.com/hlp/hosted/the158th/dev/narol/yali.png)
Thanks, Spicious! I had forgotten about that entirely. :D
-
Looks great - wouldn't change a thing - has the right flavour for FS, looks like a good progression of the design.
Good work GE
-
I would just make the back of the missile launchers less bent ( well, that's what I did actually :p
-
Hmmm.
Some updates (no mesh changes yet though)
I'm going to redo the missile launchers. They do look funny, though I can't put my finger on it, so I'm going to redo them from scratch, starting with the shape of the original Ursa's missile launchers. Then skewing them forwards, softening the edges, and whatnot. While I'm at it I'm going to clean up those guns at the bottom... messy.
I'm going to make the triple barrels spin, but the gun hardpoints will not spin. It's purely cosmetic.
How does the cockpit need work? I think it looks fine.
I think the engines look fine, too. They're actually what I consider the best part of the model. :) The original Ursa's engines were skinny too.
The name Ursa Mark II is staying, because A) That's what the concept art is and B) It's clearly a sleeker evolution of the old slow chunky Ursa, in the same fashion as the Herc II. As such it will probably have Herc II/Artemis style sleek skins. But I can't paint at all so it's going to be someone else's job.
And it's been overused because people design 'Mark IIs' that bear no resemblance to the original. Scorpion II, Valkyrie II, etc. Not to belittle their fine work, but that shows a lack of imagination.
Venom: your interpretation is still too chunky for my tastes. I much prefer mine. :D
I'll work on this mesh and get back to you. I'm in FRED mode right now so it might not be until after the weekend, though.
-
Originally posted by GalacticEmperor
Venom: your interpretation is still too chunky for my tastes.
you're quite right, I think the same. anyway, it's not completed ( not very rounded don't you think? :p ), and will never be, so...
-
Reminded me of the Archangel (http://www.gundamw.net/seedv_arch.html) from Gundam SEED at first...
(http://www.gundamw.net/seed_suits/archangel.gif)
Sid.
-
And that reminds me of a horse's legs.
-
Originally posted by mikhael
I dunno. For bombers, I think I prefer a Shivan Yali (http://www.3dap.com/hlp/hosted/the158th/dev/mikhael/SB-Yali/SB-Yali-05.jpg), but that's just me p1mpin.
I really need to clean that up and get some textures on it... ;)
De-symmetricalize that, IMHO. Rocks otherwise. :yes:
-
That model's sweet. Skin it, skin it :)
-
Yeah, I have a model of the Ursa Mk II that I was trying to get skinned, but no one would. I think it was Venonms model, buit I can't remember off the top of my head. I had always planned to use it in ITHOV. So GE, How about sending it my way, eh. ;7 Provided Someone will skin the poor thing.
-
wtf? I remember writing this longass post which addressed everything that looks different between the sketch and the model, and my opinions. well damn. anyway, the problem with the missile launchers on the model is that the back is slanted way too shallow, needs to be almost straight down. That, and the cockpit part of the hull is out way too far, needs to be short. Love the guns, though. Except that turret needs the oher barrel.
-
Originally posted by GalacticEmperor
And it's been overused because people design 'Mark IIs' that bear no resemblance to the original. Scorpion II, Valkyrie II, etc. Not to belittle their fine work, but that shows a lack of imagination.
I chose the name "Hercules Mk III" for one of the ships in my campaign because of its resemblance to the Hercules. It came with the Terran pack for Inferno under the name "fightertc_01" but does not appear on the Inferno site. My guess is that it is a secret or unused ship...
-
Originally posted by Petrarch of the VBB
And that reminds me of a horse's legs.
A really ugly, crippled horse at that.
-
Originally posted by Woolie Wool
I chose the name "Hercules Mk III" for one of the ships in my campaign because of its resemblance to the Hercules. It came with the Terran pack for Inferno under the name "fightertc_01" but does not appear on the Inferno site. My guess is that it is a secret or unused ship...
The Alves? No actually, I think it's just relatively new, although it does thoroughly 0wn. Looks more like a Erinyes evolution with a hint of herc though than it does a straight up herc 3.
-
Originally posted by Woolie Wool
A really ugly, crippled horse at that.
I think it looks cool.
-
Originally posted by Woolie Wool
I chose the name "Hercules Mk III" for one of the ships in my campaign because of its resemblance to the Hercules. It came with the Terran pack for Inferno under the name "fightertc_01" but does not appear on the Inferno site. My guess is that it is a secret or unused ship...
It appears later in the campaign. It appears on the new site, but I don't want to show it off just yet :p
We have another fighter that fits the herc stlye look more...
-
Updated the mesh. See what you think now. I may push the nose back, as well.
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/perspective.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/persp-back.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/side.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/front.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/top.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/back.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/bottom.jpg)
(http://www.3dap.com/hlp/hosted/fsport/misc/Ursa2/new/wireframe.jpg)
I've tried mapping it (in Max) by splitting it into elements, copying the mesh, positioning the elements, applying a planar map, rendering a top view, then applying a Morpher modifyer to put it back together, and reattaching everything. The one problem is that I can't get the wireframe rendered map to match up exactly with the wireframe skeleton of the mesh. How do I render a square that will exactly correspond to the map I placed?
-
hmmmmm. A very good model but I still think that neck is a little too long. Impressive otherwise though.
-
Originally posted by Venom
I think it looks cool.
The ship doesn't look bad. but a horse with legs like that would be ugly and crippled. What's good as a ship might not work so well as a horse's forelegs.
-
Sweet, GE! :yes: That newest version looks much better.
The turret looks weird, though - it's too round. Either square it off and give it another barrel, or make it a one-piece capship-style job. The rest rawks.
-
Originally posted by pyro-manic
...or make it a one-piece capship-style job. The rest rawks.
Ooh, sounds interesting...I think I might do that. :)
Any ideas on the mapping?
-
Originally posted by GalacticEmperor
The one problem is that I can't get the wireframe rendered map to match up exactly with the wireframe skeleton of the mesh. How do I render a square that will exactly correspond to the map I placed?
That's why you use Blender's wire matrial properties. Only renders the wire. :thepimp:
-
herc2 style.
-
Hmm... engine fins should be a little wider, and their top side should slant upward just a bit.
-
Just a thought - Aliens dropship (from the front). Or is it just me? :nervous:
Skin-wise, either an Artemis DH style scheme, or a revamped Ursa style - off-white, with lots of panels and plate edges and stuff.
-
Originally posted by pyro-manic
Skin-wise, either an Artemis DH style scheme, or a revamped Ursa style - off-white, with lots of panels and plate edges and stuff.
Why not both? ;7 Give it a nice clean white/gray Herc II and Arty style skin, then add a subtle plating to it. Kind of how the Space Shuttle is made from lots of tiles but they all blend together into white. Hmm... well, I'm not painting it, anyway. I just have to get the bloody thing mapped first.
-
Originally posted by GalacticEmperor
I've tried mapping it (in Max) by splitting it into elements, copying the mesh, positioning the elements, applying a planar map, rendering a top view, then applying a Morpher modifyer to put it back together, and reattaching everything. The one problem is that I can't get the wireframe rendered map to match up exactly with the wireframe skeleton of the mesh. How do I render a square that will exactly correspond to the map I placed?
a morpher modifier?!? what for?
If you want a wireframe rendered mesh, just make a material ( green one there I suppose ), and check wireframe :p and increase the width.
if for some reason you don't like that, copy the ship, go to edge editing ( push 2 ), select all the edges, search in the panel "convert to splines" ( or something around the lines ), deleted the original project, select the spline object, in display, check renderable, view in viewport, and set the width and steps as you wish. apply any map you want. That way you'll have a TRUE wireframe mesh.
-
Nonono, Venom, I want to create a template texture for the final texture map. If the template's in wireframe, then I can see if it's matched up exactly with the mesh or not.
-
Bump.
OK, I'm more or less done with the mesh. Who wants to texture it? There's only the first LOD to be done. I'll do the thrusters, debris, and lower LODs from that.
Anyone?
-
Originally posted by GalacticEmperor
Bump.
OK, I'm more or less done with the mesh. Who wants to texture it? There's only the first LOD to be done. I'll do the thrusters, debris, and lower LODs from that.
Anyone?
I may be interested in at least trying to texture it but I'm not a UV mapper so I need a pre-arranged map and there should be others working on it too incase I run into business. :)
-
Originally posted by GalacticEmperor
Nonono, Venom, I want to create a template texture for the final texture map. If the template's in wireframe, then I can see if it's matched up exactly with the mesh or not.
aaaaaaaaaaaaah, ok. search for the texporter plugin on google, it's a freeware, works great. once installed, it'll end up in the tool menu. If you have max5, I think it comes wth it.
other than that, I often do as you explained, actually. to place it tip-topright, just correct with the unwrapper.
-
Bump.
It's now fully mapped, I just need someone to paint on the textures. Is anyone interested?
-
Originally posted by Venom
aaaaaaaaaaaaah, ok. search for the texporter plugin on google, it's a freeware, works great. once installed, it'll end up in the tool menu. If you have max5, I think it comes wth it.
other than that, I often do as you explained, actually. to place it tip-topright, just correct with the unwrapper.
[color=66ff00]I used chilliskinner with Gmax and then exported and used lith to make the maps, worked quite well. :nod:
[/color]
-
Originally posted by Venom
aaaaaaaaaaaaah, ok. search for the texporter plugin on google, it's a freeware, works great. once installed, it'll end up in the tool menu. If you have max5, I think it comes wth it.
other than that, I often do as you explained, actually. to place it tip-topright, just correct with the unwrapper.
Only problem I have with it is it doesnt unwrap the pollies in a manner that makes much sense. Namely you cant figure out which poly goes where.