Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: maje on December 28, 2007, 08:19:19 pm
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The First Transport is away! Or I was hoping it would be tonight, but alas, the hull shell/plates were a real ***** to model and ate up several hours of time, making this feel .....meh Kudos to anyone who CAN model this thing as the curved nature with sharp corners is really difficult to model. But anyways, the hard part is just about done (I hope).
Here's a quick wire shot. If anyone can see trouble, don't hesitate to point him out. He's a wily bastard that seems elusive.
Just we're clear, this model is still in quads, though I have the tri count visible.
(http://www.maje3d.com/WIPs/rebel_transport001.jpg)
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Looking sharp. You've nailed the shape of it, and the engines look pretty good. This ship has been a roadblock for us for quite some time, nice to see someone churning it out.
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Here is an update. I've got the engines and the command pod built, as well as the lower shell pieces and some cargo pods. I just need to get the underside modeled and all should be well. Also.... I hate this ship. :mad2:
oh yeah, current count is 3,748 tris.
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Your pain is our gain, thanks a ton for tackling it.
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Maje, have you got the Ref shots I made? If so, do they help any?
EDIT: They are here (http://www.hard-light.net/forums/index.php/topic,49326.0.html)
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I believe so. One of the more daunting tasks is that this ship has so many little obscure parts, that it's a literal mess, On top of trying to make a poly efficient model that doesn't look like crap. Edgeflow is a nightmare on this thing.
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yeah, the interior is simply a ****load of boxes.
cant really think of a good way to tackle that other than making a ****load of boxes as a shell with the same UV (UV before you do it for the love of the gods) and then copy and paste paste paste paste paste, and then go delete all the faces you arent using.
just a suggestion
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It's slowly getting there. I think I'm doing a decent enough job on the interior. Only real question is on how to get the lower shell parts connected, as they're still "detached". Meh, I'll find a way.
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I don't know what reference material you already have, and it doesn't really answer your question directly, but the Inside the Worlds of Star Wars book for the original trilogy has a partial cutaway of the Gallofree. You might also find it in the Complete Locations book, which combines all previous ItW books.
I'd scan my own copy, but I don't have an easy means to do so.
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:wtf: Decent All-In-One Printer/Scanner/Copiers are available for $70-100, you know. ;) Just the scanner would be around $50 more or less.
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... I thought that I was supposed to be the frakkin RadioShack employee here...
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:wtf: Decent All-In-One Printer/Scanner/Copiers are available for $70-100, you know. ;) Just the scanner would be around $50 more or less.
For everyone's sake: there is no such thing as decent All-In-One Printer/Scanner/Copier.
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I have one.
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:wtf: Decent All-In-One Printer/Scanner/Copiers are available for $70-100, you know. ;) Just the scanner would be around $50 more or less.
For everyone's sake: there is no such thing as decent All-In-One Printer/Scanner/Copier.
For everyone's sake: Not true. I have one.
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Yeah me too.
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Hear, hear.
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But I would use it maybe once a year, and I'm presently unemployed. That money is better spent on gas, I'm afraid.
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I use at least one of its functions at least once a week.
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So, anyways, back to the point of this thread.....
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The only thing I'm noticing is that from some angles, you really catch some jagged edges sticking out. I know it's getting kind of high already, but I think strategically smoothing a couple vertices here and there would really help a lot. It may not look as apparent on the final model in game though.
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I rounded out the upper shell a bit more. Just need to take care of the lower shell. I'll probably add a few more greebles and such before working on UV layouts and normal mapping. Btw, is there a set number of polies for Transports? I'm just about to cross 7,000.
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one shot without cargo modules, another without docking magnets.
[attachment deleted by ninja]
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well for something that has almost no flat surfaces I don't think you can do a whole lot better and still achieve a good looking model. The top looks really nice by the way, and the cargo modules are really starting to look like a Gallofree. You did a great job on this thing.
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There are still a few things I'm going to add. A lot of smaller details are not attached from the main mesh since that would just eat up polygons. There are a few greebles I want to put in, maybe add fuel pods in the cargo hold since I nearly forgot about those. I might redo the sides where the main shell connects to the lower shells, though honestly, I'm not sure how big a deal that is. I'm really more interested in getting into normal map generation for this bad boy.
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That looks decent enough. I say stop making the mesh and start the texturing process.
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Excellent, the mesh is artfully done with proper proportions and attention to detail. That core shipset is getting awfully small nowadays...
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Well we still have a lot of work to do getting these in game. Luckily, PCS2 is finally stabilizing, so if you've been waiting for it to work on your exporting, now's the time to give it a shot.
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Nah, it's been freespace crapping out on me when it tries to load the model ingame; I've never had too many issues with PCS2.
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A lot of freespace crapping out was because PCS2 had some bugs. If you used it before I'd rerun everything now.
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PCS2 is in major bugfixing mode, use the build in my sig and any problems you have please post to the PCS2 mantis (I think there is a link in Kazan's sig).
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I'm impressed with this, the GR-75 is certainly not one of my first choices for modelling, especially with the mega-greebling, but this is coming along very nicely.