Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Axem on November 10, 2005, 08:33:55 pm
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As seen on Game Warden!
Actually no. These are slightly newer pics. Model's nearly complete, almost ready to be UV'ed. Post your grievances now or forever hold your peace.
http://img.photobucket.com/albums/v109/NarfPics/charfinal1.jpg
http://img.photobucket.com/albums/v109/NarfPics/charfinal2.jpg
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Awesome. :nod:
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Ahhhh... delicious!
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Weird ship, but lovely model. The detailing is spot-on :yes:
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Fantastic.
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hey that's all kinds of sexy there :yes:
I condone it!
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Wow, excellent! Very well done. The neck, sides and domes are perfect.
My only critique is that of the surfaces we see most of in the second pic; the polies on the undersides of the wings should be straightened out, and the trapezoid of the back looks... unnatural, somehow. Actually, I think it looks too much like the original shape with details modeled into it. Maybe try something kinda like this for the sloped sides, or just for the end panels with the rest sloped.
| |
└┐ ┌┘
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Or something extra in the profile of the engine, where right now it's
________
/
make it
_______
/โโโยด
Everywhere else it's [color=D0B8BF]peachy[/color]. :yes:
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ooh, me like me like. carry on :D
whats the polycount tho?
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Indeed, those wings have been the bane of the entire model from day 1. I initially started off from the engine block and worked forward, but those wings made me start on the front instead. ;) I'll see what I can do with them. If things don't go well, I'll just delete and readd them in another style.
The Poly count is just under 6000. I'm pretty sure I won't go over 6k in the end.
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Very Nice Axem. :D
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Nice model, but it really emphasizes how un-FS-ish the Charybdis really is. It looked wrong in the beginning, and it's even worse now.
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What's un-FS about it? It's angular, it's a series of boxes with a boom attached. Apart from the radome, it's pretty standard -even the 'wings' fit in FS2-designs.
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Way nice! Why doesn't its beloved Vasudan counterpart get such cushy treatment? :p
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More polys to the engines! (Actually, do what Bob did with the Deimos, which actually lowers the polycount on the main LOD itself and makes the engines destroyable ;) I can hook you up with a scene that shows how he did it if you aren't sure). Otherwise, fantastic. I love the boom.
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Your ideas intrigue me and I wish to subscribe to your newsletter. ;)
I had higher poly ones that looked nicer, but I was afraid that would really push up the poly count.
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Way nice! Why doesn't its beloved Vasudan counterpart get such cushy treatment? :p
I hope to try some day, though I don't know what I'd be able to do, if anything.
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Good thing about this is it means no more FUBAR'ed turrets!
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Wow; I completely missed this one at GW. Amazing work! :)
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Smallish update. I redid the engines, so they're smoother. They're each separate subobjects, I hope to do some stuff with the subobject LODding so I can still use lower poly ones for if you're not right next to them.
http://img.photobucket.com/albums/v109/NarfPics/ccchary1.jpg
Anyway, I have no ideas on what to do with the wing-like things. They're too plain for my tastes right now. They need something, but I have no idea what that is. Suggestions?
http://img.photobucket.com/albums/v109/NarfPics/ccchary2.jpg
As soon as the wings are done, I'll map it and hand it off for texturing.
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I would say make them very jagged with sharp angled plates, kind of give it a stealth look.
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You could try modeling in an exposed superstructure. Look at the neck of the Colossus and those textures for some ideas.
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Smallish update. I redid the engines, so they're smoother. They're each separate subobjects, I hope to do some stuff with the subobject LODding so I can still use lower poly ones for if you're not right next to them.
http://img.photobucket.com/albums/v109/NarfPics/ccchary1.jpg
Anyway, I have no ideas on what to do with the wing-like things. They're too plain for my tastes right now. They need something, but I have no idea what that is. Suggestions?
http://img.photobucket.com/albums/v109/NarfPics/ccchary2.jpg
As soon as the wings are done, I'll map it and hand it off for texturing.
I like it.
Give us a front view (if you changed some of it).
Otherwise, me likes very much.
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Greeble'im hard!
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I haven't really touched the front at all, aside from some tiny fixes.
http://img.photobucket.com/albums/v109/NarfPics/charybdis.jpg
The engine block has some more detail inspired by the textures on the stock model.
http://img.photobucket.com/albums/v109/NarfPics/charybdis2.jpg
http://img.photobucket.com/albums/v109/NarfPics/charybdis4.jpg
Working on the legs. For the outside I'll probably go with the second pic. The first pic is just there because you can see in the inside of the leg.
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I think you're done with the model.
Textureeeeeee eeeeeeeeet.
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The model is awesome! Mapping it will be a pain though... ;)
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So umm, how's the texturing going ? :sigh:
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Slow to non-exsistant I'm afraid. UV mapping takes awhile and I haven't really touched it at all since the last up date.
If the masses don't mind, I can put together the model with the old texture maps.
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It would probably be better to just release what you have and let someone like Galemp finish it off. Reducing the number of textures each ship uses is well worth doing :)
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Good idea. It's best to give it to everyone and see what they'll do to it. ;)
http://www.game-warden.com/narfin/models/HPChary.rar
File includes the LOD0 (just the LOD0, no debris, no damaged submodels) in 3ds and wings file formats.
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Using the dark powers of the Anti-Pope
I necro this thread with the blood of antelopes
To summon a beast who likes cantaloupe
The DEMON CHARYBDIS!
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/demonchardybdis.jpg)
You can see how he's a little longer than your normal clean Charybdiseseses.
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/demonchardybdis2.jpg)
And how he has neat stuff inside.
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/demonchardybdis3.jpg)
And he is hungry. Hungry for SENSOR DATA. (And cantaloupe)
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/demonchardybdis4.jpg)
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Sweet merciful crap that is awesum.
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That is epic awesome.
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Pretty damn awesome.
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Impressive.
Most impressive.
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Holy...
I can only pray that the poly count is manageable on my machine.
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Well, I was sorta surprised at how "low" the added count was. So far the poly count has doubled (around 12k now), but that's not bad considering the... 63 cylinders that just got added. I'm trying to keep them low sided, the small ones are 5, and larger are 6, and largest 8. The end goal is around 15k.
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Awesome.
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Astonishing. Like... a gun.
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In the eternal words of Keanu, wooooooooah.
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Amazing! Great work with the domes.
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I was under the impression that the domes were shiny foil-like things instead of clear things with substructures. (Look at the the Vasudan AWACS' "petals", which use the same texture, but couldn't possibly be clear with substructures).
Oh well. I'm not complaining :)
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Groovy... I hope you can glass over the domes like that in-game.
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I don't see why not. We have colored glass on the Erinyes.
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That looks very nice man... huge kudos to you!
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Legs!
I'm wondering how you all feel about the connection from the legs to the main body. Is the connection too small? Should there even be something connecting the two (having all one piece like the original)? Your thoughts please!
(http://axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/newgams.jpg)
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Looks cool to me.
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You have my approval... :yes:
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Just saw it! GREAT JOB :yes: :yes: :yes:
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Wow this looks great! When do you think you will be finished?
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Sexy :yes:
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Well, what are the legs supposed to do? If they simply serve as a crew quarters, leave them. If they are meant to be something that requires physical tuning (Like a TV's rabbit ears, just for example) it makes sense to have a joint, even if it's only aesthetic. (Wow, I spelled that right!)
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It looks much flimsier, but I guess that's the point.
I'm all for it, although it looks like it's tilted too much inwards. Maybe it's just the camera angle. Are they going to be moveable subsystems like on that vasudan fighter that tilts its fins on afterburners? (I think it's the horus)
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it's nice, good work :cool:
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I LOVE those hinges.
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Still looks pretty good to me. :)
Are they going to be moveable subsystems like on that vasudan fighter that tilts its fins on afterburners? (I think it's the horus)
Would it be possible to have them breakable as well/instead, or would that break existing missions?
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Rotating and/or destroyable subsystems are fine. I don't think it would really alter mission balance, unless some specific function was tied to them.
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Yeah, that shouldn't crash any missions.
People might be experiencing problems, however, if they're playing a mission with events triggered by the destruction of those subsystems... in that case, players who don't have the new model would be in trouble.
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I don't think I'll be doing anything special with the hinges or legs. The reason they are there is because A) I needed a plausible way to connect the legs to the main hull (I've never seen so many painful non-planar surfaces) and B) Finding a plausible way to explain why the legs are tilted inwards. I can't think why you'd have tilted decks, so I'm going to assume its all machinery/equipment in the legs.
I tried to see what it would look like if the legs rotated so the Chary could hypothetically land, and believe me, it looks stupid.
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Just throwin this idea out there, i don't know if its doable or what. I see theres a hinge between the things that (i think) you all are talkin about and the hull. What if they moved up and revealed sensor equipment or something. I seem to recall a lot of campaigns now that have a sequence where an AWACS starts its scanning routine. Maybe people could code it (again i don't know if you can or how or anything) so that when that message or whatever comes up, the AWACS unfolds those little leg dealies and starts scanning? I don't know, just an idea.
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I tried to see what it would look like if the legs rotated so the Chary could hypothetically land, and believe me, it looks stupid.
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Well I think he's talking about parts of the legs opening up, not the whole leg moving. Which could be doable. But you guys realize I want to finish this sometime right? :p
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Really, the difference between it scanning and not scanning can be represented by whether the dome things are spinning or not.
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Maybe add a docking thing for cargo their, then modify the legs so the inside surface is flat vertical, then have is so when they dock to a cargo size X, the slide inwards (not rotate) Y distance, then size Z, they slide W distance, etc.
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Maybe add a docking thing for cargo their, then modify the legs so the inside surface is flat vertical, then have is so when they dock to a cargo size X, the slide inwards (not rotate) Y distance, then size Z, they slide W distance, etc.
Unfortunately, that isn't feasible - such niceties aren't made available in the underlying engine.
I don't think you can do sliding entities either, although i could be wrong about that.
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Just rotating IIRC, althoug the Diaspora/SCP coding team are working on improvements such as having guns rise into firing position.
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Gorgeous. The amount of threads here where the modeller opens up with "it's finished", then comes back a few months later with something 10,000 times better just astounds me.
The transparent sensors are very cool. I'd like to see how they look broken, too.
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Today on: Axem's taking too damn long with a ship
Those damn legs. They're big, clunky, awkward, make no sense structurally, and are just a general pain in the ass. While I liked the last rendition I tried, they weren't IT. So taking a quick afternoon and a half off from FREDding, I came up with a another design. Instead of rotation, I use... TRANSLATION! (I know there's no translation yet, but think of the future lads!)
Basically the legs are suspended on rails that move the legs up or down, allowing them to minimize their profile from enemy fire, allow the Charybdis to land, or even disengage from the ship to allow quick replacements of the armor plate or sensor modules. The general concept seen below, with no modules.
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/charynewlegs.jpg)
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/charynewlegs2.jpg)
And then with some fancy dancy equipment (with a nicer render)
(http://www.axemspace.com/files/images/WIP3D/FreeSpace/GTACharybdis/charyspkies.jpg)
So which legs, these super awesome minty fresh ones or the silly stinky goose old ones on hinges? (I am not biased one way or another... :nervous:)
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I liked the old one's hinges, but disliked the fact that it had big holes in it.
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well those look really like an aditional armor IMO, just like the side plates of the Hecate, that would give it a GTVA'ish feel.. I think you could go on with it, just check that the translation does not conflict with some of the turrets fire arc.
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Can you even get turrets to move without messing things up? Cause the legs have a turret on it, and if turrets can't move it's kinda pointless trying to make the legs to rotate -or- translate.
Unless of course, it's just for looks in which case I like the new one more.
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Me likes new one.
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I believe firing points will move if they rotate or otherwise move if the hierarchy is set up right. But for now its all just for looks. There's a part of me that says ships should look like they could actually work. All my comments about the moving legs is all non canon fluff anyway. :P
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The translation mechanism is much better than the hinges.
As for the purposes of such a strangely shaped apparati (besides the "rule of cool"), here's the simplest: They're simply housings for sensory eqipment. Given the sensory systems above the "legs," that inward-canted angle might just be a means of increasing sensor coverage across the lower bounds of the ship. Also keep in mind something like an Aten- or Mentu-Class... or any cruiser at all... would probably never enter the atmosphere. Seeing as the AWACS is fairly close in size to a small cruiser, it would have no reason to land.
If you do decide to revert to a fixed structure (which wouldn't bother me, at least), you might consider putting some AEGIS cruiser-esque radar panels on those "legs." Here's a picture (the panels in question are the big hexagons on the bridge superstructure... in case you didn't know): http://www.tsc.com/images/contentimgs/sanjac02.jpg
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How about having a hinge AND slider?
"It's not just landing gear, our ship can WALK!"
But yes, rule of cool.
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Unless of course....
...The GTVA fears a broadside attack from the Volition Bravos, in which case the sloped lower portions of the ship help deflect kinetic weapons... Or make the Charybdis' armor in that section harder to penetrate from that angle because sloped armor is "thicker" depending on the angle at which it is fired upon...
Of course, that's a whole 'lotta effort for two what we assume-to-be-useless "legs" on a ship. Heat sinks?
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don't care what it's for, it looks cool
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In the end, that's all that matters. ;)
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/me agrees
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I preferred the hinges. They were unique.