Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raven2001 on November 24, 2003, 03:31:11 pm
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First of all, the SDCv Cernunnos, Sol Dominion Corvette:
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Cernunnos 1.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Cernunnos 2.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Cernunnos 3.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Cernunnos 4.jpg)
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A terran GTVA Carrier, the Hecate successor... as you can probably see, the hangar entrance is housed in some kind of blast shielding that opens and closes as needed (hoping for the SCP dudes to make this possible...). The only part that I think needs work are exactly the shields, cause they look like a damn cilinder by now... ideas on how to make them better are welcome :)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/TCarrier 1.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/TCarrier 2.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/TCarrier 3.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/TCarrier 4.jpg)
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And finally, the Achilles a gunboat (new ship class, player flyable with some nice pilot mechanics, if the SCP dudes make'em possible...) for someone you will be informed about on a need to know basis :P
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Achilles 1.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Achilles 2.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Achilles 3.jpg)
(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Achilles 4.jpg)
I wanted this one to capture the feel a bit from the White Star, so you will note the resemblance I think...
Drop your comments... oh and ideas for the front part of the carrier too... :)
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Ooh! Very cool! I'd like to subdivide that mercanary one. :D
But the first one rox!
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ahh, so this is why I haven't had any updates or news from you. Nice work. :yes:
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That Sol Corvette looks pretty.. colorful.. is that just the lighting?
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Yes, it's the lighting.
:drools:
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Do the external panels on the Cernunnos blow off with damage? That would be pretty cool. ;7
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The top two look neat but the Achilles just looks.... too Whitestarlike, I'm sorry to say.
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First Ship:
Looks like you got inspired by the Freelancer Intro...don't know if it was that never released on or the ingame one, but there is a ship that looks quite familiar to this one.
I would make the middle fin that points down a little bit thick.
Second Ship:
Looks like you have just seen the Wing Commander Movie.
Nice idea to take over the shilding the Hangar idea.
When this ship should be the same size as the Hecate I would make the Tower structure smaller and maybe think about moving it out of the center..more to the left or right.
Third Ship:
White Star...
They all look very good and detailed...with textures that are as good as the one the first ship has it would be something very nice to look at.
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Originally posted by gevatter Lars
They all look very good and detailed...with textures that are as good as the one the first ship has it would be something very nice to look at.
Ditto :nod:
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very nice ships:) :yes:
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Raven, you rule!
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Destroyer is pretty cool, and I like the plate things on the front of the corvete.
As for the gunboat, it would look good with vasudan textures. Gives more the impression of the vasudan "turtle shell" style.
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The quality of the models appearing in these forums lately is incredible.
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I like the first one.
Second one looks like a Hecate *down*grade, but it's still pretty nice, and will prolly look cool textured.
The Whitestar thingy.... I like it. Very unconventional :)
Use animated glowmaps to have pulsing energy bolts running up to the tip of this. That would be soooo coool ;)
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Those are definately awesome Raven, and you create those in Truespace??? I need to learn...
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Looking good Raven. :yes:
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I just love your terran capships, Raven, you come up with very cool designs.
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Well, I know the first one is too Whitestarish... I said it myself :rolleyes: I'm thinking of something to tweak on it, but not sure what...
Also, I still have to ear suggestions for the shieldings for the carrier :rolleyes:
Oh, and all those ships are modelled in Blender if you must know...
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Blender? :eek2:
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I love the corvette. Seriously though, release some of them. :)
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Originally posted by Knight Templar
Blender? :eek2:
Paint brushes don't make art, artists do.
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Originally posted by mikhael
Paint brushes don't make art, artists do.
Yes, but Blacksmiths don't usually use twigs to sharpen their swords.
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You underestimate the power of Blender. Behind an interface that looks like ass, lies a set of tools that rival the power of Lightwave and 3dsMax. It just takes skill.
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Apparently..
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I'll have to agree, the interface on Blender does look like 'ass'. I gave up the moment I opened the program.
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Ahwww! Stop that!! My chiks (sp?) are getting red!!! :D
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but aren't there problems creating models to be used in game? I thought that meshes built with blender tends to be unstable
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Sometimes, Karma, but a lot can be done to clean them up before conversion.
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i've never encountered such instability before, and i've gotten about 20 + blender originating models (some quite complex) fully working in-game.
the interface may be pretty bad, but i'd say it easily surpasses TS in geometry editing power, and (once you know what does what) speed & ease of use. it also has most of the functions of the more powerful tools, only they're hard to get to, but there's a mirror modeling thing, a mirror along x or y axis function, a smooth or fractural subdivide which can be used on an edge as well, a remove doubles tool - i am yet to find a counterpart of this in TS - that functions like a welding tool, but can bea applyed to the whole model to remove verts that are less than a given distance apart.
i only wish it had an undo (but it's fairly easy to save and then revert, or right-click cancels the action if it looks bad.) and import and export functions that could import and export textured models other 3d apps could actually understand (vrml won't keep textures in TS and dxf doesn't support them anyway.
anyways, those are some very nice models there Raven :)
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that functions like a welding tool, but can bea applyed to the whole model to remove verts that are less than a given distance apart
does it work even when verts are not connected? this is something that TS is really missing, about the mirror thing, you already have this in TS6
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Kazan *****es a lot about blender, but I never had any problems coverting with PCs when I used it.........
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Originally posted by aldo_14
Kazan *****es a lot about blender^weverything
;)
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Originally posted by KARMA
does it work even when verts are not connected? this is something that TS is really missing, about the mirror thing, you already have this in TS6
yep. :) even if the whole model is made up of individual separate faces it can weld them into a coherent mesh with one click.
about the mirror thing in TS, yeah i know it has one, i was just pointing out that blender also has one (although it's not in any menus anywhere oddly enough).
BTW, in TS, how do you tell it to mirror an object along a specific axis? in blender you just press either x or y to mirror in that direction relative to the camera's position while in size mode. i haven't really used it much yet, but the TS one doesn't really seem to work like that. something about selecting a face it is to make the mirrored object along IIRC.
err, and sorry bout the thread hijack Raven :nervous:
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Originally posted by Vasudan Admiral
BTW, in TS, how do you tell it to mirror an object along a specific axis? in blender you just press either x or y to mirror in that direction relative to the camera's position while in size mode. i haven't really used it much yet, but the TS one doesn't really seem to work like that. something about selecting a face it is to make the mirrored object along IIRC.
IIRC selecting a face and then clicking mirror mirrors from that face. Could be wrong. I tend to use the mirror modeller instead.
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Originally posted by Vasudan Admiral
yep. :) even if the whole model is made up of individual separate faces it can weld them into a coherent mesh with one click.
uhh this is something I'd really like to have in TS!
When I have some doubts if I have a double vert or not -pretty often- I always select this vert and move it. If I have two non connected verts I have to manually connect the two verts, bring the moved vert back to its position, weld them.
Checking and fixing double verts mean at least 10-20% of the whole modelling time, so a tool like this would be a dream.
And am I wrong or you may use it to generate lods too?
BTW, in TS, how do you tell it to mirror an object along a specific axis? in blender you just press either x or y to mirror in that direction relative to the camera's position while in size mode. i haven't really used it much yet, but the TS one doesn't really seem to work like that. something about selecting a face it is to make the mirrored object along IIRC.
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well the mirroring in TS is done surprisingly well.
You can setup it to automatically create a new object after mirroring, to create a backup, to just enter into mirror modelling.
Mirror modelling means that the modifications you do on one half will be automatically reflected to the other half, being always able to create a temporary mirrored object or to finally unify the two halfs.
To mirror a model you just select the face that will be used as mirroring plane and press the mirroring button, and once in mirrored mode you can change the reference face whenever you want. You also can select the minimum distance for a vert to be considered part of the mirroring plane, pretty useful since your face may be not perfectly planar and your model may be dense of details
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IIRC selecting a face and then clicking mirror mirrors from that face. Could be wrong. I tend to use the mirror modeller instead.
yeah, i thought that's how it's done. :) only used it once on a large shivan corvette, which turned out by far the best model i've made thus far, so i think i will be using it again. :D
Checking and fixing double verts mean at least 10-20% of the whole modelling time, so a tool like this would be a dream. And am I wrong or you may use it to generate lods too?
it can be used for making lods, but i generally do that in TS - grab a small edge or even entire face and weld together. in that context of use it's the same in both proggys, cept in blender you would then have to re-add the textures, meaning it isn't really worth it :D
uhh this is something I'd really like to have in TS!
well, there is a _sort_ of way to do it i found when desperately trying to solidify a high poly lucifer a number of months ago. what i did was save the object to .3ds format (i think) then re-import it into TS. obviously it's a bit of a hack, but it worked in this occasion, where 'chunks' of faces were making up the model. so if i welded any verts to each other, the constituting faces would dissapear, sorta messing up the whole uv mapped mesh..... :blah:
Mirror modelling means that the modifications you do on one half will be automatically reflected to the other half, being always able to create a temporary mirrored object or to finally unify the two halfs.
well, not quite automaticly-you have to click the little update mirror button thing, but yeah, it's really useful for symetrical models. :) i imagine it could make some really interesting things happen if done right-see the underside of the hatshepsut.
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iirc you don't need to update, I remember when I used it that when moving a vert in one half, the symmetric vert got moved in real time.
btw, I'll have to try the 3ds thing, I never thought about using the different formats specs for this purposes. Btw are you sure that your problem was solved not by just the autotriangulization of 3ds?
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I'm using TS6 and that auto updates the mirror modeller quite nicely (although occasionally it will forget and require a click).
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Oh! S**t!!! Nodewars are down, I wanted to update the Carrier pics, and put the Cernunnos up for DL... I gotta wait 'till other time, I guess :(
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hmm, the auto update thing must be for geometry-try it with manipulating uv maps and/or the textures themselves. i think that's what it was.
and i'm pretty sure it wasn't autotriangulation, since it welded the chunks of faces together as they should be, whereas before each chunk was made up of about 4-6 faces properly joined together, but were not joined to the other chunks.
besides, the lucifer hull was already triangulated :)
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Ok, the pics for the Terran Carrier have been uploaded... That will be its final look... comments please...
Also, here's a bonus:
http://nodewar.penguinbomb.com/aotd/Raven/SDCvCernunnos.3ds
Enjoy :)
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1st one looks kinda like a cross between the ships in alien and the Truth and Reconciliation.
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Those are gorgeous! Very impressive work Raven! I always get the feeling you play a lot of Homeworld though.....
Flipside :D
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If you would post a picture, maybe i could see it.
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Third one is just screaming Darkspaceā¢! :p
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Originally posted by Flipside
Those are gorgeous! Very impressive work Raven! I always get the feeling you play a lot of Homeworld though.....
Flipside :D
Never played homeworld :P