Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Stunaep on November 28, 2003, 03:29:16 pm

Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 28, 2003, 03:29:16 pm
This is the best, complex work I have ever done. Throning at a grand total of 750 000 polygons, this big son-of-a ***** is still in WIP form. As you can see the main floor is completely undetailed. This thing is so detailed, that it can be used for both wide pans and extreme closeups. And, it's fully animatable.

Now imagine it with people. and another 300 000 polygons worth of detail.

For once, screw lvlshot.
And without further ado, the hangar of the TPX Caesar:


(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock.jpg)
(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock1.jpg)
(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock2.jpg)
(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock3.jpg)
(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock4.jpg)
Oh, and Mikhael, I implemented all of your suggestions on the hallway. I'll post 'em some day.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Nico on November 28, 2003, 03:32:28 pm
you need to do something about the wall maps.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 28, 2003, 03:36:49 pm
care to elaborate on that?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Nico on November 28, 2003, 03:50:22 pm
they're blurry, stretched, don't fit the geometry, detract from the shape of the modelled things and hide them. Want me to go on?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 28, 2003, 04:00:00 pm
actually, they're not stretched. You're right about everything else though.

Unfortunately, my second option is to replace this with a generic, albeit fitting texture, and start modelling ****. Which would result in having the polycount thrown to hopeless limits.

So, I´d be delighted to hear your opinion on how to proceed.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Nico on November 28, 2003, 04:08:31 pm
make a custom map :)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: mikhael on November 28, 2003, 04:41:23 pm
Looks nice, but there's some things that don't sit right.

Are we looking at a hangar bay, or the courtyard of a roman villa? In one of those pics, I think we even have a wine rack. Where are the overhead catwalks, the gear cranes? Why is the ceiling so high? Where are the safety rails, and the floor markings and the like? Are we storing ships in the hangar, or is there a seperate hold for them? If so, where is the access for that hold or the elevator for it? Is this a launch hangar, or a repair bay? If its a launch hangar, where are the back blast shields? If its a repair bay, why is it exposed to the exterior of the outter hull of the ship like a hangar? Why is the hull around the hangar door paper thin? Do they not armor the area? The distance from the inner wall of the hangar to the outer surface of the ship is likely going to be more than a few inches (more like several meters). These are just things to keep in mind when you're designing things like this.

Venom is right about making a custom texture. You could always model a wall section, render it and use that as a generic texture for the walls. It'll need to be full height, but only partial width (IE: tiled horizontally, but not vertically). If you put in some seperating details, like vertical columns (frames, in navy jargon), it will become less apparent that there is tiling. Along the cieling in one pic, it looks like you have the frames visible up there, but they disappear into the walls.

If you go this route, though, model useful details into the walls before you render them for the texture. Stuff like kick plates, chair rails, rivetted metal plates, fusebox panels, maintenance access panels, etc.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Nico on November 28, 2003, 04:52:41 pm
Quote
Originally posted by mikhael
Venom is right


that goes w/o saying :D

Quote
Originally posted by mikhael
I think we even have a wine rack


I think those are missiles actually :)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Shrike on November 28, 2003, 05:32:14 pm
Now blow it up.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Taristin on November 28, 2003, 05:37:49 pm
IS that an Apollo arm?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Unknown Target on November 28, 2003, 06:06:17 pm
Wait, why does it look like Greek architecture (possibly somewhat Atreidis (from Dune)-ish), in a space ship?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Flaser on November 28, 2003, 06:22:04 pm
Because it is the interior of a ship from Nodewar, a TPX vessel.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Knight Templar on November 28, 2003, 06:48:22 pm
TPX = Roman Wannabes. They just had the Capitol blown to pieces though, so pff. ;)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 07:47:51 pm
Quote
Originally posted by mikhael
Looks nice, but there's some things that don't sit right.

Are we looking at a hangar bay, or the courtyard of a roman villa?


That was my first gripe too, but I think I get the idea Stu's going for. Reminds me of the way the Goa'uld build their ships, a bit - very ornamental.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 07:49:23 pm
id like to know why everything - not just this hangar, but everything in scifi stuff- is grey. is there something wrong with paint?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 07:53:07 pm
Yeah, but why paint? You wouldn't need much waterproofing here, and if a fire broke out the fumes would be a disaster because they would stay within the chamber. I can't think of a reason to... I could be wrong. :D
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 08:18:25 pm
maybe not paint then, something else... anodised metal, whatever... my point is, what's wrong with a bit of colour?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: mikhael on November 28, 2003, 08:21:06 pm
Venom, I know that's a missile rack. It just looks like a wine rack, especially given the roman agora look of the rest of the place.

Quote
Originally posted by icespeed
id like to know why everything - not just this hangar, but everything in scifi stuff- is grey. is there something wrong with paint?


In the real world, military vessels are painted grey (white for certain things. cf: The Great White Fleet) because grey is cheap and uniform and covers a multitude of sins. The reason for the paint in the first place is to protect from rust--internal and external--not to decorate anything.

On the other hand, the interior of a ship is usually pale blue, navy blue, grey, white, black, red and a cool soft green. Red, blue and yellow are generally used to color code fittings like pipes and and electrical conduits to render them easy to recognize or follow at a glance. The rest of the passageways and spaces are painted in strictly uniform schemes to make sure that these brightly colored fittings are extremely visible.

ObDisclaimer: The forgoing applies to US Navy ships of the line. I can't speak for other nations' vessels.

Quote
Originally posted by Setekh
Yeah, but why paint? You wouldn't need much waterproofing here, and if a fire broke out the fumes would be a disaster because they would stay within the chamber. I can't think of a reason to... I could be wrong. :D

You have to worry about that on a wet navy ship too, Steak. Fire is the most dangerous, most feared disaster at sea. The problem isn't the paint, its the tightly contained, artificially ventilated spaces. Paint fumes are far less dangerous than burning plastics in the plenum or the uncontrolled conversion of oxygen to carbon monoxide.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 08:36:58 pm
Quote
Originally posted by mikhael
The problem isn't the paint, its the tightly contained, artificially ventilated spaces.


That's what I mean. I fully realise paint fumes will be the least of your worries when you have 101 more substances that turn lethal when burned on the ship, but on a space ship, the entire ship is artificially ventilated. At least on a ship, even though there are plenty of artificially ventilated spaces, I imagine it would be easier to ventilate the gas out.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: mikhael on November 28, 2003, 08:42:48 pm
Actually, on a vacuum navy craft, it would be far easier to remove contaminated air than on a wet navy craft. All you have to do is shut the pressure bulkheads in the affected frames, then blow an emergency scuttle and let nature equalize pressure. The immediate problems are, however, evacuating the affected frames, dogging the hatches and finally replacing the breathables. You can take care of class alpha and bravo fires that way too, though charlies will require shutting down power to the affected frames and deltas can't be put out artificially (at least not in any safe way. You scuttle class deltas).
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 08:45:29 pm
the thing is, its not as though you're going to see the outside of a space ship unless its docked. so why not decorate it? there doesnt have to be a practical reason, does there?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 08:46:51 pm
Alpha, Bravo and Charlie class fires?

Quote
Originally posted by icespeed
so why not decorate it? there doesnt have to be a practical reason, does there?


Time and money?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 08:48:30 pm
what's your point? supose you had some uberrich dude, he wouldnt care about that. he could have a pretty coloured ship.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 08:53:22 pm
And the uber-rich people do have pretty coloured ships - luxury liners. And so do the Goa'uld, also being quite wealth - go watch Stargate. But military ships (what you see most of in 'scifi stuff' in your above post) are not in the business of wasting resources that could be spent on actually making the ship better, I imagine.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 08:58:56 pm
i suppose... so what about light frequencies, colours are different frequencies of reflected light, aren't they? i dont suppose grey's a more difficult to detect em radiation thingy... other than by light methods i mean... i dont actually know anything about this, as is probably obvious...
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Setekh on November 28, 2003, 09:04:47 pm
Well, in general, the darker an object, the less it reflects most types of radiation, right? Heh, I don't know about this either, having done no sciences at high school. :p
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: icespeed on November 28, 2003, 09:10:18 pm
could be... so how come padded rooms are always white? aren't they supposed to be soundproof? i suppose they absorb sound radiation... is that the same? its not, isnt it..
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Styxx on November 28, 2003, 09:21:35 pm
I could post something, but it would be thread hijacking, so I won't.

Besides, I'd have to give Mikhael a new title if I got a response like that. ;)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Knight Templar on November 28, 2003, 09:22:15 pm
I thought white was just more insidious.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Styxx on November 28, 2003, 09:24:22 pm
And while we're at it, that hangar would be a nice start of the docking bay on a pleasure cruiser I guess. I can't see it as a military installation, though.

:)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: mikhael on November 28, 2003, 09:42:23 pm
Quote
Originally posted by Setekh
Alpha, Bravo and Charlie class fires?

Military jargon.

There's a special class of fire as well, at once the funniest and ugliest type: the Screaming Alpha. Pray you never have to experience it, but laugh at the concept. I don't think it needs any explanation.

Quote
Originally posted by Styxx
Besides, I'd have to give Mikhael a new title if I got a response like that. ;)

Do I want to know what you're talking about Styxx?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stryke 9 on November 29, 2003, 03:32:22 am
Quote
Originally posted by Knight Templar
TPX = Roman Wannabes. They just had the Capitol blown to pieces though, so pff. ;)


Oh, so if I blow up their juggernauts, I get booted, but when someone else does it...:D


Anyway. You've got a bunch of guys who are profligate enough with the dosh to have decked out their hangar like a freakin' roman atrium, I think they'd have enough left on the side for a little decoration. Colored insignia, little text bits, murals like the old Roman frescos depicting parts of their history... all would further the whole "imperial" theme and make those walls not nearly so butt-ugly.

And the rest... more machinery, more clutter on the floor. Not a whole lot more, as you seem to be going for big 'n empty, but this just removes any sense of it serving a function at all. Got those big missile racks? You're gonna need something to unload 'em, especially since most of the missiles are where someone couldn't reach 'em normally. A floating handcart doesn't cut it. Those, uh, two fighters you've got in that gigantic space? Need more of 'em, of course, and also need some way to cart them around- don't want thruster flames toasting up that nice polished floor, do you? Possible you could just line one or two walls there with just solid fighterage, include a ****load of catwalks and hatches and so on somewhere around there so they're accessible, fill up one wall nice and quick.

That and basically everything Mik said.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 29, 2003, 03:42:32 am
well, it is a WIP
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: mikhael on November 29, 2003, 03:51:11 am
And a damned good one, Stu. We're just trying to help you along. :)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stryke 9 on November 29, 2003, 03:53:38 am
By *****ing incessantly. We know what we're good at.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 29, 2003, 09:17:27 am
okay, then, now I have time to go thoroughly through your replies.

Quote
Are we looking at a hangar bay, or the courtyard of a roman villa? In one of those pics, I think we even have a wine rack. Where are the overhead catwalks, the gear cranes? Why is the ceiling so high? Where are the safety rails, and the floor markings and the like? Are we storing ships in the hangar, or is there a seperate hold for them? If so, where is the access for that hold or the elevator for it? Is this a launch hangar, or a repair bay? If its a launch hangar, where are the back blast shields? If its a repair bay, why is it exposed to the exterior of the outter hull of the ship like a hangar? Why is the hull around the hangar door paper thin? Do they not armor the area? The distance from the inner wall of the hangar to the outer surface of the ship is likely going to be more than a few inches (more like several meters). These are just things to keep in mind when you're designing things like this.


To answer your questions, this looks like the courtyard of a roman villa, because, well, this is supposed to look like the courtyard of a roman villa. The TPX Caesar is the Nodewar equivalent of the White House, or Kreml, or whatever the presidential palace of your country is. It is supposed to be impressive.

As a purpose, this is the guest hangar. Diplomatic ships, transports, etc. stay here on the big, yet undetailed floor as long as the people onboard do whatever they are here to do. The apollo hangars in the back wall are there because it can convienently be used as a repair and retrofit and launch bay. Basically, there Apollos are stored in a storage bay, and when they have to launch, or be repaired they are moved into the hangar.

The blast shields, robotic hands, gear cranes and overhead catwalks aren't there because I haven't modeled them yet. :p

As for the wall texture, yeah I'll probably remake it, after seeing what you guys think of it. Unfortunately, my texture skills are limited pretty much to Max procedurals. So unfortunately, no frescos, unless some of you are willing to help me.

Stryke, you'll get your colored insignia, everything, etc. but first look at my first post. I haven't done anything that is on the main floor. Nothing. zilch. zip. zero. null.

Raa', yes that's an apollo. Fits rather well, don't you think?

Now I'm gonna go think how the new wall texture should look like. Ideas welcome.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stryke 9 on November 29, 2003, 09:48:48 am
Well... something vaguely parallelling Roman architecture would fit, yes? Just, you know, out of steel rather than stone, with the attendant differences that makes.

Oh, and you might wanna check out Simbiont if you're going the route of MAX procedurals. Hell, it's basically all I use nowadays.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: kasperl on November 29, 2003, 10:14:47 am
something like images of fresco like stuff, but then images of huge space battles, but still in a roman style.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 29, 2003, 01:00:59 pm
Holy.... cow...

Stryke, you are god.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Knight Templar on November 29, 2003, 01:10:52 pm
Great.. feed the fire.

You should try doing the whole ship next.. so we can get an idea of where things are.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: kasperl on November 29, 2003, 01:17:34 pm
no, do the whole ship, with this much detail. :devilidea:

do tell us when your PC explodes.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stryke 9 on November 29, 2003, 01:27:11 pm
Nah, I'm just on nodding terms with the guy.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 29, 2003, 04:31:06 pm
Quote
Originally posted by Styxx
And while we're at it, that hangar would be a nice start of the docking bay on a pleasure cruiser I guess. I can't see it as a military installation, though.

:)

As I've previously said, this is as much a military installation as the White House or Kreml. Armed to the teeth, yes, but functions as a ceremonial goverment building.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stunaep on November 29, 2003, 04:41:01 pm
update of the day. New wall texture, new marble textures, both of which look incredibly organic, thanks to Simbiont.

(http://www.3dap.com/hlp/hosted/lmarshal/CaesarDock4.jpg)
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Bobboau on November 29, 2003, 05:08:45 pm
someone found the 3d textures of a TS plugin, you know there is somewere were I go a whole **** load of new textures for that thing
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Knight Templar on November 29, 2003, 05:29:15 pm
You do know the White House itself isn't actually armed.. right?
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Stryke 9 on November 29, 2003, 05:40:54 pm
Try telling that to the guy who ran in there waving a pistol 'bout a year back.

Actually, mighta been something like five years back, come to think of it. More I think of it, more I'm sure Clinton was mentioned somewhere in the article. All the same, really.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: kasperl on November 30, 2003, 04:43:52 am
perhaps another idea, make your doors those large arcs you see on churches. i am not really sure if it's Roman architecture, but IIRC they did use that in some Triumph arcs. another idea is to make a large set of steps up the end, with a very large portal to the inside of the ship, just like a Roman/Greek Temple. you might want to add some niches with statues too. all of this would enhance the Roman feeling a lot., IMHO.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: kasperl on December 02, 2003, 09:55:41 am
/me is curious on progress.
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: Styxx on December 02, 2003, 11:08:43 am
By the way, not wanting to hijack the thread but doing it anyway, what I was mentioning earlier was this (http://www.hard-light.net/forums/index.php/topic,19329.0.html).
Title: Super-uber-ultra high-poly architecture WIP. Img heavy
Post by: StratComm on December 02, 2003, 06:02:21 pm
Quote
Originally posted by Knight Templar
You do know the White House itself isn't actually armed.. right?


You know the White House actually is armed, right?  It's got more than a few SAM batteries on the roof and grounds.  A much more heavily defended building than, say, the Pentagon.