Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Taristin on January 10, 2006, 08:22:29 pm

Title: High-poly Zephyrus
Post by: Taristin on January 10, 2006, 08:22:29 pm
This.

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Title: Re: Something that'll never get worked on any furt
Post by: StratComm on January 10, 2006, 08:39:18 pm
I'm guessing that the polycount on that thing is already too high for a game model with just one side modeled, isn't it.


Looks awesome though.
Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 10, 2006, 08:47:28 pm
if attached to the main model, and mirrored... 19090 polies.
Title: Re: Something that'll never get worked on any further.
Post by: Ghost on January 10, 2006, 09:07:12 pm
What? I'm confused. That doesn't look very high-poly in that picture, at all.
Title: Re: Something that'll never get worked on any furt
Post by: Galemp on January 10, 2006, 09:20:00 pm
Bastard. I was gonna work on that next. In fact I had come up with some great optomizations for it; specifically, you don't need to render all the parts of the tubes in the middle, and secondly, you should use alpha-mapped girders around the outside.

It looks like you haven't done much except a basic tech test (which is what I've done) but I can get the same job done and look just as good with 10% of that polycount.

Tell ya what, leave it to me. I'll do it. :rolleyes:
Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 10, 2006, 09:36:24 pm
I... had no intention of actually doing ths one... Hence the title... so be my guest. Pottymouth :p
Title: Re: Something that'll never get worked on any furt
Post by: Galemp on January 10, 2006, 10:19:14 pm
Well, yeah, but now you've started the discussion.
Title: Re: Something that'll never get worked on any furt
Post by: StratComm on January 10, 2006, 11:33:18 pm
What? I'm confused. That doesn't look very high-poly in that picture, at all.

Look very closely at the pink parts on the left side of the picture.  Having all of that modeled sends the polycount through the roof; that one section is all that's been touched and the thing is already at 20k polygons.
Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 11, 2006, 12:38:05 am
well, in fairness, it's only 10k for that one side. the other sie combined brought it to 20k...
Title: Re: Something that'll never get worked on any furt
Post by: Sandwich on January 11, 2006, 01:19:49 pm
:eek2:
Title: Re: Something that'll never get worked on any further.
Post by: Taristin on January 11, 2006, 01:39:35 pm
's fun to mess aound when there's no real constraints. Cutscene-like models here! >..>

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Title: Re: Something that'll never get worked on any further.
Post by: WMCoolmon on January 11, 2006, 04:23:14 pm
 ;7

You know with set-ship-model you might actually be able to use that model for a cutscene...
Title: Re: Something that'll never get worked on any furt
Post by: BlackDove on January 11, 2006, 04:26:53 pm
Mmmmmmmmm I like it.

So is the 20k polies LOD really that bad for performace?
Title: Re: Something that'll never get worked on any furt
Post by: Sheepy on January 11, 2006, 04:29:49 pm
tre sexi
Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 11, 2006, 05:53:20 pm
;7

You know with set-ship-model you might actually be able to use that model for a cutscene...

Uh-oh... :nervous: I'm afraid to see how long it'd take to convert to a pof... or even worse, to create an index buffer.

Mmmmmmmmm I like it.

So is the 20k polies LOD really that bad for performace?

Oh the model has way more than that now... and it's not really worth it. If anything I'd just rebuild it from scratch. I wanted to anyway... >..> 
Title: Re: Something that'll never get worked on any further.
Post by: Taristin on January 11, 2006, 06:27:24 pm
This is kinda fun... but I'm still gonna o it over from scratch, ince this is killing my system >..>

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Title: Re: Something that'll never get worked on any furt
Post by: BlackDove on January 11, 2006, 06:37:21 pm
Don't delete it though.

I have a plan(tm).
Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 11, 2006, 08:06:03 pm
What sort of plan™?
Title: Re: Something that'll never get worked on any furt
Post by: Galemp on January 11, 2006, 09:25:36 pm
Stop that! I said I was gonna try it.

Say, if you have any custom textures (like extracted maps for the gas tanks) I'd like to use them.
Title: Re: Something that'll never get worked on any furt
Post by: WMCoolmon on January 11, 2006, 10:04:38 pm
Uh-oh... :nervous: I'm afraid to see how long it'd take to convert to a pof... or even worse, to create an index buffer.

Yeah...we really need an editor that supports an IBX chunk.

::looks at Kazan::
Title: Re: Something that'll never get worked on any further.
Post by: Galemp on January 11, 2006, 11:15:25 pm
This model is 2068 polies. You'll have to excuse the makeshift textures, I don't know what method Raa used on his gas tanks.
Using this method I bet I can get the final Zephyrus under 10k polygons; I figure 2k for each side, a thousand for the bottom tanks, another 2000 for the tanks on the back end, and then all the other miscellaneous greebling I'd like to do on the intakes and engines.

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Title: Re: Something that'll never get worked on any furt
Post by: Taristin on January 11, 2006, 11:51:43 pm
Well........ since I said I wasn't being serious, I didn't optimie the chamferred cyllinders. So yeah, lots o polies there.
Title: Re: Something that'll never get worked on any furt
Post by: Bobboau on January 12, 2006, 12:06:36 am
this is such a good place for detail boxes I don't think I even need to mention it.
Title: Re: Something that is being worked on further.
Post by: Galemp on January 16, 2006, 12:38:14 am
Could a mod/admin change the thread title, please.

This is a lotta progress on the tanks, but there's of course much more that could be done with the more generic tiled bits. Working from the concept art, I think I'd like to keep it fairly blocky but with the occasional doodad here and there.

The person with the closest guess to the current polycount wins a prize!

Note: prize is intangible and nonexistant.

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Title: Re: High-poly Zephyrus
Post by: phreak on January 16, 2006, 02:02:30 am
Is it me, or do all these pictures need better lighting?
Title: Re: High-poly Zephyrus
Post by: Sandwich on January 16, 2006, 02:57:54 am
Half you, half your monitor. :p They're definitely visible on my monitor, but a tad brighter wouldn't hurt. ;)
Title: Re: High-poly Zephyrus
Post by: Ypoknons on January 16, 2006, 09:08:04 am
Woah. The mouth opening is incredible - I love how you spilt the sides.

yay 300th post but then again I've had 4 years...
Title: Re: High-poly Zephyrus
Post by: BlackDove on January 16, 2006, 10:05:55 am
I like it.
Title: Re: High-poly Zephyrus
Post by: Galemp on January 16, 2006, 03:58:50 pm
Fluffed up the back. Anything else I should do?

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Title: Re: High-poly Zephyrus
Post by: Admiral Nelson on January 16, 2006, 04:01:37 pm
Is there any detailing on that tripod collar thingy sticking out of he bottom?
Title: Re: High-poly Zephyrus
Post by: Taristin on January 16, 2006, 04:19:25 pm
indeed. that 6 poly spike on the bottom needs real detailing.
Title: Re: High-poly Zephyrus
Post by: Galemp on January 16, 2006, 04:43:44 pm
I kinda like it just how it is.

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Title: Re: High-poly Zephyrus
Post by: Sheepy on January 16, 2006, 04:49:02 pm
Its true to the concept but it just looks to bland to be assoticated with the rest of the ship in my opinion.
Title: Re: High-poly Zephyrus
Post by: FireCrack on January 16, 2006, 08:51:40 pm
I always found it odd how the sephyrus has such glowy engines.
Title: Re: High-poly Zephyrus
Post by: Galemp on January 16, 2006, 09:28:27 pm
Meh. Tried something, didn't really work out. I may try a different approach.

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Title: Re: High-poly Zephyrus
Post by: StratComm on January 16, 2006, 09:52:02 pm
By the look of the concept art, the leg on the bottom there really should be completely rectangular.  The diamond profile from below just doesn't work in my opinion.

Otherwise, I'm mightily impressed.  How many textures are we up to at this point?
Title: Re: High-poly Zephyrus
Post by: Galemp on January 17, 2006, 07:12:57 am
At the moment, 8, but I'm sure at least one of them is redundant.

Yeah, I'll remodel the bottom fin from scratch, see what turns out.
Title: Re: High-poly Zephyrus
Post by: neoterran on April 08, 2006, 05:55:44 pm
Did this ever get finished ?
Title: Re: High-poly Zephyrus
Post by: Galemp on April 09, 2006, 09:20:37 am
Holy crap. I had stopped working on it and completely forgot how much progress I had made; sure, I came across the folder in my Freespace files and thought "oh, there are those tanks again. I should do something about that sometime."

Well. I'm working on the Ravana right now but I'm sure I'll think of something to do with the end of the fin.
Title: Re: High-poly Zephyrus
Post by: neoterran on April 09, 2006, 10:48:10 am
Okay Galemp, you're our only hope...
Title: Re: High-poly Zephyrus
Post by: Starks on April 17, 2006, 08:49:01 am
The Zephyrus, Anuket, and Rahu are perhaps the coolest looking caps in the game.
Title: Re: High-poly Zephyrus
Post by: Mars on April 17, 2006, 04:33:44 pm
"...caps..." as in capital-ships? They're not capital ships, they're support ships i.e. they support the combat fleet.
Title: Re: High-poly Zephyrus
Post by: NGTM-1R on April 17, 2006, 05:42:10 pm
Most players tend to make a distinction based upon craft a player would concieveably fly (fighters, fightercraft) and ships a player would not concieveably fly (capital craft, caps, capship). This tends to lump some things into categories that appear odd.
Title: Re: High-poly Zephyrus
Post by: StratComm on April 17, 2006, 06:44:40 pm
It's usually a crew distinction actually.  One to two man ships get lumped into "fighters" (the oddball exception being the support ships) while anything requiring more crew get lumped into "caps" at some point.  They do have their own class - miners - but no one actually ever uses it.
Title: Re: High-poly Zephyrus
Post by: Mars on April 17, 2006, 08:20:42 pm
It just seems weird to me an Hermes, Elysium, Argo, or Triton could be considered a capital ship, especially considering Wikipedia's definition:
Quote
The capital ships of a navy are its "important" warships; the ones with the heaviest firepower and armor. There is usually no formal criterion for the classification, but it is a useful concept when thinking about strategy, for instance to compare relative naval strengths in a theater of operations without having to get bogged down in the details of tonnage and gun diameters. A capital ship is generally a leading or a primary ship in a fleet.
Title: Re: High-poly Zephyrus
Post by: karajorma on April 18, 2006, 06:00:38 am
The thing is that fighters and bombers are treated very differently in the game from the way all the "capships" are. That's where the distinction comes from really.

It's a developer distinction rather than a FS2 universe one.
Title: Re: High-poly Zephyrus
Post by: Turambar on April 18, 2006, 07:31:21 am
Meh. Tried something, didn't really work out. I may try a different approach.


i actually like this one, it looks very cool

my vote is for keeping it