Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on May 12, 2007, 09:50:39 am
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its now presentable so i figure I'd share. kinda my rendition of the CS Pukov and Varyag, just meaner
I'm particularly proud of the 2 hanger textures. the lighting exists only in truspace right now, but i figured out a way to use that to make a glow map that will look just like it does in the screeny. i still have a few more parts to map out. most of the ship is done with single maps and few tiles so I'm proud of that feat too! and i used to say texturing sucked.
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex2.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex7.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex5.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex6.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex3.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex4.jpg)
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Pretty, I suppose... And I do like that cute little light.
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Excellent job on hte hangarbays indeed :yes:
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Neat - could we get an untextured view? It's hard to see the shape with all those tiled textures (a common problem, and something you may also want to fix).
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It's not too heavily tiled like some of Inferno's larger installations.
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here is the naked veiw
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex5-1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/vex4-1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex3-1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex2-1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Vex1-1.jpg)
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How long did it take for you?
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You got your Wing Commander in my Homeworld?
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to top gun:
I've worked on it off and on for about a month and a half. i actually started this one half way through my first model (which i still need to clean up a bit before putting it up for general download), take a break from one work on another especially when frustration set in. but as of late I've been wrenching on it daily about three hours for the past week evolving it from a collection of naked, shaped, souless cubes to detailing, UV, making the maps and so on. and I've still got most of the turrets and launch bay doors (i just want to tinker with the animation code) to make. but as far as the hull itself its, about done and I'm starting to feed individual parts to PCS to see if they are stable before putting the whole thing through. I've been triangulating by hand to try to keep the poly count low. the triangulate button in TS is the devil himself in my opinion, and i still have a bit of that to do to kill the excessive vertices per edge fit PCS has. what is it "poly count > 20". I'm babbling on. I am just excited that this model is coming along so smoothly. I think I'm finding my groove as it were.
so yeah, total time I've put into it so far is about a month. i should be done with it in a few days i think.
oh god its after midnight
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:yes:
Now that's a really well done and great looking model, be sure to finish it. When I saw it, I also immediately saw the influence from the starlancer koalition carrier :) But also I think this ship could be a good starter for creating a new race .
Just one minor suggestion : I would change the engines a little and add two cylindrical engine cones in each engine housing instead of that cube form.
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Nice. That thing reminds me of the CS Pukov from Starlancer......one of my favorite designs. :cool:
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i loved that thing too. i almost felt bad watching it blow up.
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I really liked the details you added (specially the launch bay) but the standard Varyag is still better IMO, that smooth surface really gives the impression of it to be a stealth carrier.
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just got it ingame to beta it. so far so good. did have an issue with an ENORMOUS engine wash. turns out a few extra zeros snuck their way into the engine glow point radius. still dont know how i pulled that one off.
let me say one thing though...
I HATE PATHS.
especially when you cant see them in PCS. thank god you can at least see subsystem boxes. thats a handy trick for setting up those ba$t@rds. if it already hasn't been mentioned add this to the wish list for PCS2...bright paths...like hideous bright orange. and maybe make the vertices look like little smily face things, to make you feel good and like your getting something done...you know encouragment that it will all be over soon....just one last X,Y,Z only to discover that when your fighters leave the bay, the whole process is backwards. instead of launching they are landing and nobody told the AI fighters that.
heh...venting
yeah...paths have got to be the worst.
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:yes:
Yeah, using the ModelView Subsystem Editor to plot paths is very good. I would have both open, updating in PCS and using the refresh box in MV to check my work.
Also: Bob's PCS Tut
http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm
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Your improving your modelling skill and at a nice rate :nod:
My advice: dont care about the texturing now, try to make that mesh all it can be, and only then try to take the step into UVing and texturing
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Your improving your modelling skill and at a nice rate :nod:
My advice: dont care about the texturing now, try to make that mesh all it can be, and only then try to take the step into UVing and texturing
I actually recommend finishing the model and then starting something-new/more-complicated stuff. He'll have some finished projects to his name then. :)
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Yes thats what I meant. I was referring to to his work method (on the first pics, he still had some work to do on he model, but he already had some UV mapping done). First finish the mesh, then move to texturing, and then conversion. But one step at a time, not 2 at the same time :)
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I really like it :yes: It's like the child of a drunken romp between a coalition carrier from starlancer and an impeial SSD from star wars :)
Keep up the good work !
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i actually find it faster and alot more easy for me at least to do both at the same time, model a section to completion, UV, texture, and attatch it to the rest of the mesh. i was as happy as a ig in you know what when i found out you can do that, and attatch parts without messing up the UV mapping.
as far as play testing has gone...no bugs i have found yet. i still have some tweaks to do here and there but other than that, it should be ready for release soon.