Hard Light Productions Forums

Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: chief1983 on March 20, 2007, 02:10:18 am

Title: Escape Pod (Split from WIP Thread)
Post by: chief1983 on March 20, 2007, 02:10:18 am
Yay, an escape pod to go with that nice corvette.  Well, at least it's started.

(http://swc.fs2downloads.com/media/screenshots/Support_Trans/Escape_Pod/pod01.jpg)
Title: WIP Thread
Post by: chief1983 on March 20, 2007, 11:50:37 pm
Ok, redid what I had done and fixed some things I had done wrong.  Looks a bit nicer now, as far as a general shape goes.

(http://swc.fs2downloads.com/media/screenshots/Support_Trans/Escape_Pod/pod02.jpg)
Title: WIP Thread
Post by: chief1983 on March 23, 2007, 05:16:25 pm
Got thrusters on the pod.

(http://swc.fs2downloads.com/media/screenshots/Support_Trans/Escape_Pod/pod03.jpg)

One question.  With lathe, how do I specify an axis not passing through a point on the line?  Like, if I want it to lathe an open tube?
Title: WIP Thread
Post by: Cobra on March 23, 2007, 05:34:32 pm
Hmm, the thrusters look nice, but it's either perspective or you didn't make the attached ends thick enough. :)
Title: WIP Thread
Post by: chief1983 on March 23, 2007, 06:00:50 pm
I honestly have had a hard time finding decent source material, I hoped to greeble around that enough that it would look ok.  This (http://starwars.wikia.com/wiki/Image:Class6.JPG) is about all I've had, besides the blueprints, which aren't exactly canon.  None of the movies shots of that pod give very good detail on the exterior.  I actually think it was more that I didn't narrow the nozzles enough, based on the photo.  I also noticed that the size in the blueprints is infeasible in 3D, since if the cones were that large, 4 of them can't fit together and still be placed properly on the base of the pod.   So I've had to adjust it a tad to make it fit right.  I'm still not happy with how far apart they are at the base, but the only thing I can think of doing now is tilting them out slightly from the center.
Title: Re: Escape Pod (Split from WIP Thread)
Post by: chief1983 on April 10, 2007, 02:30:22 am
Well since the forum's been a bit stagnant with brandx0 and turambar busy on other stuff at the moment, I decided to add the small front thrusters to the pod.  Well, a revision of them anyway, there's a bit more detail to be added to them.  Also squared up the thrusters properly as I'm learning a bit more about Max all the time.

(http://swc.fs2downloads.com/media/screenshots/Support_Trans/Escape_Pod/pod04.jpg)
Title: Re: Escape Pod (Split from WIP Thread)
Post by: brandx0 on April 10, 2007, 05:17:04 am
Glad to see you're progressing chief

Once again, I post this

http://www.oman3d.com/tutorials/3ds/clayrender_stealth/

try it out
Title: Re: Escape Pod (Split from WIP Thread)
Post by: chief1983 on April 10, 2007, 11:25:01 am
heh, I was gonna get around to it, just too lazy to set up lights at the moment.  :P
Title: Re: Escape Pod (Split from WIP Thread)
Post by: TopAce on May 11, 2007, 01:04:58 pm
I don't want to sound negative, but I trust you won't cram thousands of polies into a some-meter-long vessel.
Title: Re: Escape Pod (Split from WIP Thread)
Post by: chief1983 on May 11, 2007, 11:31:57 pm
Nah, if I get it done it should be less than 1k.  Hopefully when I learn to really cut out unnecessary stuff I can get it down to 500 or less.  But I do want it to be pretty, and it'll be very heavily LOD'd.
Title: Re: Escape Pod (Split from WIP Thread)
Post by: Tempest on August 12, 2007, 01:06:44 pm
Chief put me on this ship, so here it is.
(http://i118.photobucket.com/albums/o116/Tempest_77/escapepod-1.png)

Hopefully we'll be seeing a corellian corvette ingame soon.
Title: Re: Escape Pod (Split from WIP Thread)
Post by: TopAce on August 13, 2007, 08:43:36 am
There's no way you can convince me it's below 1k polies.

It's pretty, by the way. I specially like the front and the back engines.
Title: Re: Escape Pod (Split from WIP Thread)
Post by: chief1983 on August 13, 2007, 02:43:48 pm
It's not, but it's got a little room for optimization.  It also probably won't have too many of it in game, and LOD1 is around 1000 polies, and maintains the same features except for detailing as LOD0.  And we have a pretty good method for using it in game too, that shouldn't require too much work from the FREDers.