Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: BrotherBryon on February 17, 2009, 10:51:14 pm
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First attempt with a Shivan design, weighing in at roughly 2500 pollys.
Thoughts?
(http://img252.imageshack.us/img252/8427/fighter10pic1dj6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-17
(http://img413.imageshack.us/img413/6080/fighter10pic2yg6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-17
(http://img413.imageshack.us/img413/2314/fighter10pic3sr6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-17
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Excellent! It was time this old fighter got a re-work. Looks very good as a start!
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:yes:
Very nice.
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I sort of wanted to do it, but I have way to much on my plate as it is. I thank you for doing it the exact way I would've though :yes:
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Finally, someone's taking this on. Looks great so far. :)
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Nice :yes:
One thing I might do is offset and then extrude the face around the missile ports. Also, I think the area around the guns could use a little bit of work (maybe look at the texture for clues).
But I'm glad to see that someone did this. It turned out very nice :)
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FS1 Shivan ships just look cooler than FS2 ships, and this version... :eek2:
Wow.
/me wants an HTL Scorpion
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I just hope some of the LODs on this one look somewhat alike. I've seen a few times where a Basilisk looked like a flying stack of bricks when I was about a kilometer or so out, and then it would switch to a MUCH more detailed LOD 0.
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Very good. :yes:
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Cool. :)
My suggestion would be to deepen the larger recesses and further extrude the larger details, and also remove some of the smaller detailing that can be done with normal maps. I'd also suggest beveling some of the harsh 90° edges on various parts of the model, as often it's those that can really reduce the perceived detail of a mesh.
Good work so far though. :yes:
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Nice! Only one detail from my part: The small recessed areas (like the ones at the top) could probably be done with normal mapping, making it more resource-efficient.
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DIZ IS SRS
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:yes: :yes: :yes: :yes: :yes: more love to shivans :D
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I like it, though the top pod things with the triangular fire points is a tad bland at present.
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Is this like a sudden epithany of high-poly ship remaking? :lol:
It's looking really good so far.
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I like it, though the top pod things with the triangular fire points is a tad bland at present.
Those are missile banks. I think.
Yeah, that area should stick out more, and maybe have some armor stuff on it, like the.. (i'm guessing) intake vents.
Or maybe those are the missile banks, and the fire points are the.. Frak i'm confused.
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The six triangles at the top are missile banks. The square bits are the quad primary banks. The big spike-thing sticking out of the bottom is the main sensor array. The parts just in front of the bit connecting the main body to the weapons extension are the axillary sensors. The large blades sticking out of the sides are stabilizers (in spaaaaace).
Yes, that's all canon. Check the CBAnim.
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The large blades sticking out of the sides are stabilizers (in spaaaaace).
They do add rotational inertia, thus stabilizing the ship :P
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How do you explain the Valkyrie having intake vents? ;7
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How do you explain the Valkyrie having intake vents? ;7
Very...carefully.
:D
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Cool. :)
My suggestion would be to deepen the larger recesses and further extrude the larger details, and also remove some of the smaller detailing that can be done with normal maps. I'd also suggest beveling some of the harsh 90° edges on various parts of the model, as often it's those that can really reduce the perceived detail of a mesh.
Recessing the part that runs along the nose and down into the sensors will take a lot of work but the rest should be easy enough (Sketch-up is a pain when it comes to that kind of work). I was going for two depths on the various recessed parts, From the textures I got the impression that the red glowing sections should be recessed further than the green sections. Which edges would you say need beveling the most, I kind of got the impression that the Engine/Weapons pods were meant to be a bit blocky.
I like it, though the top pod things with the triangular fire points is a tad bland at present.
The original textures give little in the way the weapons systems should look. For now I just modeled them in as they appear. Would any one have any good reference pics for Shivan firing points?
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The large blades sticking out of the sides are stabilizers (in spaaaaace).
They do add rotational inertia, thus stabilizing the ship :P
You could also stick RCS thrusters on them and use the added leverage to make the ship turn faster.
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How do you explain the Valkyrie having intake vents? ;7
Very...carefully. :D
Actually Nuke had a pretty good explanation. They were ram scoops for harvesting Deuterium from the interstellar medium for longer missions. It would make sense how it is able to recharge its burners I guess.
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There doesn't need to be an explanation for the recharging burners. It's just the existing propellant with whatever mechanism the engines are based on supercharged. That would explain why your afterburners recharge faster when you transfer power to your engines as well.
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The large blades sticking out of the sides are stabilizers (in spaaaaace).
They do add rotational inertia, thus stabilizing the ship :P
You could also stick RCS thrusters on them and use the added leverage to make the ship turn faster.
I fail to see how ships in FS2 seem to be able to turn without some kind of directional thrust.
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Rule of Cool?
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I fail to see how ships in FS2 seem to be able to turn without some kind of directional thrust.
Well, there's at least 1 cb_ani that does show maneuvering thrusters. Take a look at cb_FrDock in tango_fs1.vp .
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Better?
(http://img413.imageshack.us/img413/2576/fighter10pic4mh5.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-19
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Looks good to me. :D
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I was thinking something more like this for the missile banks:
(not to scale obviously :P)
[attachment deleted by admin]
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Isn't the original texture's missile bank's tilted though?
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Isn't the original texture's missile bank's tilted though?
The orientation of the missile holes was not what I was trying to show :doubt: And it was just a quick sketch, so I didn't bother paying attention to details...
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I fail to see how ships in FS2 seem to be able to turn without some kind of directional thrust.
Well, there's at least 1 cb_ani that does show maneuvering thrusters. Take a look at cb_FrDock in tango_fs1.vp .
Oh yeah, I forgot about that one
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I'm not so sure about those missile points being recessed. There is just too much going on in those little towers, they house both the missile tubes and the engines. Offsetting and recessing each individual missile tube may work but recessing a large space in that area just seems like trying to cram too much into such a small space.
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I'm not even sure how shivan missles work. Take a good look at the manticore in the FS 2 intro.
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I'm not even sure how shivan missles work. Take a good look at the manticore in the FS 2 intro.
It just looked like an overdramatised Rockeye. In my recollection anyway.
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I'm not even sure how shivan missles work. Take a good look at the manticore in the FS 2 intro.
It just looked like an overdramatised Rockeye. In my recollection anyway.
Yeah, one that charged up like a beam. :wtf:
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Maybe they scoop in fuel before they fire? :nervous:
Anyway, I like them sticking out from the pylons.
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I'm not even sure how shivan missles work. Take a good look at the manticore in the FS 2 intro.
It just looked like an overdramatised Rockeye. In my recollection anyway.
Yeah, one that charged up like a beam. :wtf:
Ohh, I assumed that was some random light effect V used in some effort to spice up the intro. I never looked at it that way.
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Made some changes to the cockpit area, toyed with blowfish's suggestion for the missile tubes, enlarged some of the beveling, and added some simple looking guns to the primary banks (Not sure about these though). What do you all think.
(http://img93.imageshack.us/img93/2764/fighter10pic5.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-23
(http://img93.imageshack.us/img93/1436/fighter10pic6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-23
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The missile tubes look nice :) Though I'm not sure about the primary guns either, especially since IIRC there's only one gun in each slot (4 total)
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Yeah, each port holds one gun but HOLY **** THAT LOOKS SEXY.
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:yes:
Sexy!
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Mmf, I see what you were trying to do with the missile tubes, but I don't really think it works. Stars just aren't... Shivan.
Maybe try making them trapezoids instead of triangles? Just lop off the end of one of the triangle corners?
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IMO I'd just replace those stars for the triangles again and leave the model as it is, looks great already :)
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Really not liking the primary guns. :ick:
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Fixed the missile tubes and reworked the one set of primaries as close as I can to the original textures. If its well liked I will make the other set of primaries the same way. It's really odd on this model with the missile banks being smaller in size than the primary cannons.
(http://img410.imageshack.us/img410/9708/fighter10pic7.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-24
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I like those primaries :)
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Perfect! :)
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I kind of liked the individual gun barrels myself, but those look cool too.
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the thingy that links the main hull to the pods needs detail, invent some if you have to.
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I kind of liked the individual gun barrels myself, but those look cool too.
Except for that it had eight guns on it.
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Well, I'd assume that yanking out half of them would have been a simple endeavor. :p
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Clever. :P
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I like the new ones anyway :P IMO they match the original much more...
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the thingy that links the main hull to the pods needs detail, invent some if you have to.
Won't normal maps be able to add some greebling there?
Other than that, awesome work again, BB :yes:
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Can you make both top and bottom gun barrels the same, and symmetrical about the local center?
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Can you make both top and bottom gun barrels the same, and symmetrical about the local center?
I suppose I could, I only made them the way they seem to appear in the original texture. The top one is significantly larger than the bottom one and their shapes are rather odd. I was thinking of scraping the interior barrel designs and making a new one. The only question is which shape would be appropriate. If I make them triangular or rectangular the top barrel will look larger than the missile tubes. They already do but the odd shape makes it a little less noticeable.
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Well, I like the idea of the inside being a =O= shape.
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Just about finished, I changed the barrels and added some raised paneling and recesses for bobboau. The paneling isn't exactly to the original texture but the texture is difficult to make out in those areas. Normal maps can handle the rest. If there aren't any more objections or good suggestions this may become the final model.
(http://img5.imageshack.us/img5/3219/fighter10pic8.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-25
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Sexxxyy.
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you know how the nose has those hangy bits? you should put that in a few other places.
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Nice job on the primary guns.
The thing you did on the connecting struts isn't very inspired, though. Don't slave yourself to the texture, try something a little more ambitious. Look at the Nephilim for inspiration, or at the greebles on VA's Hades. It doesn't have to be too complex, just something to break up the surface and suggest an exposed, mechanical panel.
(http://pjfoliver.googlepages.com/basilisk.jpg)
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I'd hit it.
With a Prometheus.
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Phoenix V. ;7
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How about this then?
(http://img24.imageshack.us/img24/2413/fighter10pic9.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-26
you know how the nose has those hangy bits? you should put that in a few other places.
What do you mean by hangy bits?
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That might be a tad overdone in my opinion.
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That looks menacing.
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:eek2: :eek2: :eek2: :jaw: :jaw: :jaw: :jaw:
Wow.
I believe that says it all.
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That looks menacing.
Yeah but it isn't. :p
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That looks menacing.
Yeah but it isn't. :p
:lol:
That might be a tad overdone in my opinion.
Yeah, I agree it's a little too much...
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That looks menacing.
Yeah but it isn't. :p
:lol:
Tis but cannon fodder.
Any way I have simplified things in the connecting pylons a bit. What do you all think still too much?
(http://img338.imageshack.us/img338/5529/fighter10pic10.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-27
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Looks great to me.
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Maybe take out the extra bump in the center of the top greeble but it does look better.
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That actually protrudes out past the rest of the pylon just a little and looks kind of neat when seen from a different angle. I'll think about it over the weekend and see how a few others weigh in on it before making a final decision. It's a simple thing to remove.
(http://img408.imageshack.us/img408/8765/fighter10pic11.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-27
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Ah. Very good, carry on.
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It does look good at that angle on the screen but something to consider is will you ever be able to see it ingame?
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It does look good at that angle on the screen but something to consider is will you ever be able to see it ingame?
It must be like 50 polys each. It shouldn't matter. :rolleyes:
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I wasn't talking about too many polys or being a graphics hog I was talking about THE VISIBILITY OF THEM INGAME. :doubt:
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Good to see you have done it this far, now go and finish it!
The model is yours so the protuberances stay if you say so... for my part I think those are ok like they are now.
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I wasn't talking about too many polys or being a graphics hog I was talking about THE VISIBILITY OF THEM INGAME. :doubt:
And my point is nobody cares because it will not affect performance.
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What I'm saying...and what you're saying...do not go together at all...
It is a very miniscule detail that a lot of people aren't going to notice due to the ship moving around, and people not taking the time to fly in front of it and get two meters up to its face just to see it.
I don't care if it doesn't even affect the framerate of my eight year-old toaster of a computer, that isn't what I'm trying to point out.
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So what's the point of removing it?
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When it's textured and put into the game, considering that most, perhaps not everyone has a low ambient light setting and no emissive light flags so ships appear darker, Shivan ships with the exception of their glowmaps aren't necessarily blinds-the-eyes bright as well, it's a small detail so adding all of that together it won't be seen much. It's just an uncessary detail, I mean the more detail the better but I'd like to be able to notice it too.
Again, NOTHING ABOUT ****ING PERFORMANCE. I don't want to hear anything else about it, I never mentioned performance in the first place.
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So what's the point of removing it?
Arright, enough about the 10 poly thing there. Can we get back on topic? Who's converting it? Who will be handling the textures?
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...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
...it's a small detail so adding all of that together it won't be seen much.
Will it use the same Shivan textures or will it end up having its own new texture?
Or are you just making the model?
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It would be visible in the tech room if nothing else, besides if you look at the HTL Loki there is even more detail in the connecting struts than there is on this one. I generally just make models but this one is small enough that I may try my hand at learning how to UV map. I don't think slapping the old textures on here will do the new model any justice so like a lot of models in the works right now we are going to need to wait for a texture artist to pick it up. Any one know of an easy to learn mapping utility they would recommend for a beginner?
Edit: Toying around with the paint bucket tool.
(http://img408.imageshack.us/img408/8467/fighter10pic12.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-02-28
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That is amazing. :nod:
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It's a lovely model, my congrats to you brother.
How I would love to know how to texture and such so I could see this finished.
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Well that's some progress from the original :yes:
(http://www.joskus.jossain.com/basilisk.png)
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It is a very miniscule detail that a lot of people aren't going to notice due to the ship moving around, and people not taking the time to fly in front of it and get two meters up to its face just to see it.
I do... :nervous:
If I had the time, I'd learn to texture and show how good that Basillsk model looks.
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I for one have a tendency to smash face-first into Basilisks. They fly funny. :blah:
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I get that a lot too. They fly in straight lines and fail to pull out of attack runs in time. :lol:
They also seem to fail to notice that their thick shielding doesn't protect their paper-thin hulls during a collision.
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I agree. They're very dull brutes that launch an awful lot of missiles. But that doesn't mean they can't be dressed up nice and pretty. :D
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Sorry for the lack of progress but real life has been kind of busy here lately. I got the model ported into blender and I'm currently trying to figure out how to UV map it. If any of the more experienced blender modelers would care to give it a quick once over to see if I got it ported in correctly please let me know and I will send you the file. I'm trying to learn the blender interface but it could take some time, if any one knows of any really good mapping tutorials please feel free to point me in the right direction.
A quick render:
(http://img259.imageshack.us/img259/2897/fighter10render1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-04-23
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Holy ****, that's a sexy beast.
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Damn, that's a good one
As for the tuts, you might wanna try 3dm3.com. IIRC they had some blender tuts
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Wow, that's pretty!
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This is a awesome looking model, great work!
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Wow. That's gorgeous.
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Sexcellent!
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That looks really really pretty.
Hope it gets a good texture. ^_^
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So I notice Blender doesn't import smoothing info very well...
Also, that nobody but me seems to notice when models don't have proper smoothing, anyway.
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So I notice Blender doesn't import smoothing info very well...
No, it doesn't...
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I didn't like how the pollies were not uniform on either side of the ship, so I went back to the Sketch-up model and cut it in half. I then imported the half into blender, duplicated, mirrored and then joined the two halves together. Now the pollies are uniform through out the model. Still trying to get smoothing to work but not having any luck. I found a decent UV tutorial but I'm a little stumped at how to approach it. I don't quite know where to place my seams. Any guidance would be most appreciated.
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I can have a look at it if you want. Should be able to get you on track.
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The primaries (I think) look nice, I may have to steal the idea for that from you if I ever do anything that could use that sort (if that's alright).
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Ok, I placed the blender, 3ds, and Sketch-Up files in the zip file.
EDIT: There is a correction between the sketch-up versions, After splitting the model in half I noticed my middle divider lines were a little off and made corrections in the fighter10s variant prior to exporting to 3ds.
@ Aardwolf; Steal away, most of the primaries design was based off the original textures any way.
[attachment deleted by ninja]
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Really? I'll have to look at that again, in that case...
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Basics
Divide/unwrap the model into pieces with the least amount of empty texture space. For normal mapping it's best if each face has its own space, but for better texture space usage mirror it and stack the identical missile tubes.
This fighter is basically one big greeblefest, not really ideal for learning to unwrap.
First step
Delete the new mirrored half. - you only want to unwrap one half. Add a mirror modifier (F9 Edit > Modifiers) - but don't apply it.
Change unwrapper to Conformal (F9 Edit > UV Calculations) Conformal - mechanical, Angular - organic
Object mode - Hit n - With the fighter selected, the little window shows that x is negative. Ctrl A to fix that, otherwise the unwrap will be backwards.
In edit mode remove doubles and Ctrl N to recalculate the normals.
Change the right window to UV Image editor.
View > View Properties > Stretch > Area -- what this does is give you feedback on how much distortion is present in a uv island. At the end, stuff will be mostly dark blue.
Useful tools
Select linked flat faces - CTRL-Shift-Alt-f -Useful for selecting flat areas - flat panels and recessed areas etc. 179 = flat, then Ctrl-E > region to loop (convert selected poly region to just edge outline) then you can mark seam
Edit F9 > Mesh tools more > loop select -- change to tag edges (seam) -- Allows you to Alt-right click to place a seam
Useful keys
Ctrl numpad + (Add to selection)
H - hide -- Alt H - unhide
Shift H - hide every thing other than selected.
Ctrl I - Invert selection
Ctrl L - select linked - useful for selecting a seamed area etc.
bb - Mouse wheel to adjust brush size - Select using a brush
Alt Z - Swap between textured and solid
Shift v (with face selected) Aligns view to face - useful for unwrap > project from view
In the UV window is a Sync UV and mesh selection button - Any face you select in either window is selected - very useful on occasion.
The more uv pieces a model ends up with, the greater the need for a 3D painting app. In other words it gets a bit hard to track the pieces in 2D paint. (Photoshop/Gimp) So if you have a drawing tablet more parts are less of a problem, for a mouse and Photoshop, less parts are better.
Temporary unwrap
Shader F5 > World > Amb Occ > set samples to 5 (faster)
Unwrap > Smart projections
In UV window > Image > new 1024x1024
Ctrl Alt B > Ambient Occlusion.
In textured view, have a good look at the model and figure what parts belong together.
I'll try and cover some of the actual unwrapping tomorrow.
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As a textureur, I'd rather have more UV surface detail to work with than less. Why? because then I have better control over the texture and the less mirroring the better.
Actually, it's not a good idea to mirror anything if that can be helped. I use a texture that is called Panelfinder to find surfaces in 3D and also helps in adding panel lines etc. Just apply the panelfinder on the 3D model and view to see where the surface is. I'll post an example later tonight.
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As a textureur, I'd rather have more UV surface detail to work with than less. Why? because then I have better control over the texture and the less mirroring the better.
Mirroring is used for exactly that reason, to provide maximum texture area. With the larger texture sizes, the amount of wasted texture space increases dramatically, thats even with lots of care.
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Thanks for the help Water, any and all tips are most appreciated. Real life is going to prevent me from working on this again until some time next week but hopefully I can make some progress then.
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Some of this is a bit generic.
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw1.jpg)
The top one was just unwrap. Notice the distortion through the upper face. On the right you can see the distortion represented in the colours.
The second one, Select the middle face and press shift-V. This will align the view to the face. Then unwrap the faces using project from view. Distortion is there but won't be too noticeable.
The last one involves 4 small seams in the corners before unwrap and has the least distortion.
Recesses
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw2.jpg)
Two basic ways of doing recesses. It depends on the texturing as to which one to use. For this one the glow will reflect off the inside edge, so it would be better to keep the bits together (bottom right) With some of the more complex shapes the edge pieces could end up overlapping. You have to judge if it will be noticeable and worth some extra effort. Keep in mind the smaller greebles on some ships are effectively invisible at most distances
This piece projects out but you can treat it like a recess.
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw4.jpg)
So start by breaking the job into smaller parts.
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw5.jpg)
The idea is to unwrap a piece. If it looks messed up or too distorted add seams till it looks ok. Rotate it so it will be orientated in a way that makes sense for when you paint it. Then move it outside the square. All the glowing red stuff should end up in one pile. Try to keep similar stuff together. Now because you are unwrapping piece by piece, most bits will end up scaled wrong. From time to time you can select all the previous unwrapped pieces and use UV's > Average Island scales. This will bring the selected stuff back into proportion.
Don't even think of laying out the pieces until you have unwrapped everything.
Tips
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw6.jpg)
Having a check pattern can help. Create some different sized check patterns and pick something in a colour that is easy to work with. If you can't get your head around the orientation of the unwrapped pieces, swap to a texture with the letter G.
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw7.jpg)
Although the unwrapped shape looks strange, when painting you will always recognize where the part belongs.
(there are some small errors in this part of the mesh that will prevent a single click unwrap of this shape.) Switch to face mode to spot them.
Pinning
(http://i229.photobucket.com/albums/ee67/waternz/uv/uw8.jpg)
When the first one was unwrapped the distortion was due to the projecting piece. In the second one it was unwrapped with that piece excluded. Pin it by pressing P in the UV window (If you press P in the 3d window you will be thinking wtf, Blender has crashed - just hit ESC, as you are in Blender Game Mode)
Now select the excluded faces and unwrap. The pinned pieces won't move. ALT p will clear the pinned uv vertices.
See how you go with that lot.
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When you finished this great model incl. mapped textures, pls send me a PN. I will need this ;)
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You want him to send you the Philippine Navy? :nervous:
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nah......just a "personal nessage"....ähhh....Message ;)
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Here is the Panelfinder Template I mentioned. Apologies for being late on this.
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/Panelfinder.jpg)
Just copy the .jpg file and save it as whatever file you use for your programs. It can be used as a layer in your templates for the textures as well.
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I wonder, can Blender do the sort of baked lighting that Brand-X was using on one of his ISD wip's back in the day, a sort of combination of ambient occlusion and diffuse reflected emission? I know that was MAX, but it'd be cool if Blender has that feature too, I've never checked.
Edit to make this post at all relevant in this thread: I imagine if you used animated glows combined with that sort of effect you could get some awesome results.
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really good job! Can't wait! (But dont rush)
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Edit to make this post at all relevant in this thread: I imagine if you used animated glows combined with that sort of effect you could get some awesome results.
:eek2:
That would be amazing.
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I am still working on this just not as much as I would like due to real life and being over come with the urge to start another model. Will post about that one momentarily. Quick question when I map the depressed areas, like the red glowing panels along the hull do I include the sides as well since they will most likely be a different texture or do I Map them with the rest of hull. Also is there a way to remove a section once it has been unwrapped if I decide to do a part differently?
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Also is there a way to remove a section once it has been unwrapped if I decide to do a part differently?
Yes, but once you start texturing it becomes harder.
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Thanks for your work on this. Appreciated!
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D-d-d-duuuude! Great! You're doing very well, I approve ;)
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Amazing looking. We need to update more Shivan craft.
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I just realized that I accidentally deleted the blender model I was unwrapping. Now I have to reconvert the model from sketch-up and start the whole process over again. :(
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If you haven't overwritten the original file (yet) . You can try some of these file-recovery apps like "PC Inspector File Recovery" (saved my behind a few times).
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Also check for a .blend1 file that will be the previous save you made.
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;-)
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Or you could get Recuva for free. Google it.
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Sadly the blender file I deleted was on a flash drive so it won't be recoverable. I work on various PCs through out the day so I take everything I need with me on a 8GB flash drive just in case I get bored. I just got careless while cleaning up my main file on the drive. I usually place WIP models in their own folders so this sort of thing doesn't happen but forgot to do it this one time. I still have the model from when I was working on it in sketch-up so all I lost was the little progress I've made unwrapping the thing.
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;-)
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Sadly the blender file I deleted was on a flash drive so it won't be recoverable.
That recovery program can also recover deleted files on flash drives assuming it is in good condition when you restore it. You don't have your own computer?
There are also freeware programs that are probably able to do the same, like Disk digger http://dmitrybrant.com/diskdigger (http://dmitrybrant.com/diskdigger).
Just don't write or modify any files on the flash drive yet, cause you might accidentally overwrite the deleted file.
Hopefully, your flash drive does not use some sort of data compression or encryption, otherwise ,that file is probably gone for good.
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;-)
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Dude, freeware is not more likely to be malware if you have an ounce of common sense, ever heard of RealPlayer?
Recuva would be a good bet.
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;-)
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Dude, freeware is not more likely to be malware if you have an ounce of common sense, ever heard of RealPlayer?
Coincidentally, RealPlayer fits many definitions of "malware." :p
Now back on-topic before someone who actually has mod powers in here comes in and beats you.
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Malware? Nah. It's just a piece of **** is all.
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;-)
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How is talk about malware, codecs and media players helping this thread at all?
BrotherBryon: Glad to here that work is still capable of progress. Where there any further modifications that were going to be made since the last screenshot, or is it pretty well considered done and on with the conversion phase?
Also, if you'd like me to shadow copy anything, I have archived the initial file you posted and I can archive more WIP stuff into the Internal FSU Mantis system for WIP tracking.
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Malware? Nah. It's just a piece of **** is all.
It is malware, it installs adverts onto your computer without your discretion (adware) and it also sends your private information to other parties (spyware).
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And Off-Topic belongs in general discussion, not here.
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Since it be pirate day I thought I would give a brief status update. I think I have corrected all the mesh problems finally and now I am starting to UV map for the fifth time. Hopefully I have fixed all the mesh problems this time around. While I was at it I added some more pollys to a few areas to assist with the smoothing. A few screen shots
(http://img32.imageshack.us/img32/7668/fighter10pic16.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-09-18
(http://img9.imageshack.us/img9/9565/fighter10pic14.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-09-18
(http://img190.imageshack.us/img190/3002/fighter10pic15.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-09-18
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Aye, that be a gorgeous beast.
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You've perfectly catched the FS1 feeling! :drevil:
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I say, that does look spiffing.
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I hope the UV mapping gets finished, I'd love to blow a few of these up. :pimp:
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I concur! This looks to be awesome when it's done.
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Very nice. :yes:
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Smoothing in a few spots is off.
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That can be fixed. Requires an edgesplit modifier in Blender.
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WUMP.
Please don't let this thread die. If anyone has this model and its textures, can you post them so we can continue working on them? Even if it's not finished, it would be a great asset in rendering animations and cutscenes.
:nervous:
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He made a dump of most of his models a while ago. The problem is he uses SketchUp and its abominable file format - I think the Basilisk might have been in a more common format, but everything else required you to go through hoops to make useable to the general populace.
Which is sad: I really want to see his Hipocrates in action...
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How would converting it to .dae format work?
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I wanted to give it a shot at the Hipocrates texturing some time ago, but I gave up when I found no source files for blender.
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WUMP.
Please don't let this thread die. If anyone has this model and its textures, can you post them so we can continue working on them? Even if it's not finished, it would be a great asset in rendering animations and cutscenes.
:nervous:
Also, Hippocrates, Charybdis, new Orion (for those who like it), Dragon, Taurvi, Hades, Colossus, Knossos, Seth, Azrael...
Edit: And the Typhon, Demon, Poseidon...
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**** the "new Orion", the current one is fine.
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**** the "new Orion", the current one is fine.
THIS. Plus we already have another version...we don't need 3 different friggin HTL Orions.
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Also, Hippocrates, Charybdis, new Orion (for those who like it), Dragon, Taurvi, Hades, Colossus, Knossos, Seth, Azrael...
Edit: And the Typhon, Demon, Poseidon...
I think we can make whole new thread for all the unfinished projects, gather models and try to give them a shot. Since it is not a problem of a single project, it may be a reasonable move.
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Also, Hippocrates, Charybdis, new Orion (for those who like it), Dragon, Taurvi, Hades, Colossus, Knossos, Seth, Azrael...
Edit: And the Typhon, Demon, Poseidon...
I think we can make whole new thread for all the unfinished projects, gather models and try to give them a shot. Since it is not a problem of a single project, it may be a reasonable move.
I would tend to agree. Heck, I've had to sort through pages and pages of these topics to find screens and then eventually learn that we don't have the files... One stop shop makes more sense.
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I think the stickied assets status thread in here was sort of designed to keep track of everything in-progress, but it hasn't been updated for something like a year. Having everything in one place would be useful.
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Make it a requirement for them to upload the files with every screenshot. Seriously, I'm not being sarcastic.
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Make it a requirement for them to upload the files with every screenshot. Seriously, I'm not being sarcastic.
Or have someone else do it. :rolleyes:
Seriously, we want this community to be accessible, not some sort of closed forum where every new contributor is a newfag and must be crucified for not following rules they don't know about.
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How would we get the files if they don't upload them. :wtf:
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You just missed his point.
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And "making it a requirement" means what, exactly? Banning them if they don't comply?
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Whether or not someone uploads WIP stuff and makes it accessible to us is, and always should be, up to the creator. You can certainly ask for it, but making it a formal requirement will just scare off people unnecessarily.
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Like I said, he released a pack a while ago with all of his WIPs. I got rid of that pack due to the fact that he made his files in SketchUp and didn't convert the files to something useable like .obj, etc. I'll do a run through my old posts and try to find it...
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By make it a requirement, I meant tell them when they start they're thread to please upload updates often so we don't lose they're work.
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CURSES!
I found the post with the attachments, but the attachments have been deleted! Refer to post #46:
http://www.hard-light.net/forums/index.php?topic=66788.msg1319943#msg1319943
Aardwolf was showing some interest in this - perhaps he still has the model dump? I can't have been the only one to have downloaded that file...
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Geez, talk about calling some one out. I'm still around guys just haven't had much time to work on anything for a while now. I've had to rebuild both PC's I use to work on things and I still need to reload my modeling programs. I think I was close to figuring out a good way to move sketchup models into blender and I'll make that a priority for the other models as soon as possible rather than begin another attempt at fixing the mesh for the Basilisk. Might try reconverting that one again as well, every time I think I finally got the old one fixed and start trying to UV map I find some thing else wrong. A missing face or something. I've got a lot on my plate for the next week or so but I'll try to get a converted model pack out soon. Might be minus the Hippocrates as converting it and fixing any mesh problems will take a good deal of time and more knowledge of blender than I have right now but I should be able to get the rest.... I hope.
Also, Hippocrates, Charybdis, new Orion (for those who like it), Dragon, Taurvi, Hades, Colossus, Knossos, Seth, Azrael...
Edit: And the Typhon, Demon, Poseidon...
Considering that three of those are mine I got my work cut out for me.
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I've got a lot on my plate for the next week or so but I'll try to get a converted model pack out soon. Might be minus the Hippocrates as converting it and fixing any mesh problems will take a good deal of time and more knowledge of blender than I have right now but I should be able to get the rest.... I hope.
About the Hippocrates, if you can just get it into Blender, I'm sure someone will be willing to clean it up and convert...
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Yay you're alive!
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Yay you're alive!
Yeah, I usually check the boards a couple times a week. Just rarely sign in hence the term "Resident Lurker".
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Yeah, I usually check the boards a couple times a week. Just rarely sign in hence the term "Resident Lurker".
HUGS ALL ROUND
No but seriously, a lot of these HTL models get lost and forgotten in the deep abyssal depths of the FSU board...
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Work has begun but before I get full into the model pack I've got just one question. Has anyone been doing anything with the Basilisk from my previous dump? I only ask this because I have gone back to the original Sketchup model and made a number of tweaks that look like they've solved my mesh problems. Just need to go over the whole model and make sure I got everything, redo the smoothing and what not. Now if someone has already found and fixed these problems from my previous dump then the work is redundant and I should focus elsewhere.
On a side note: I'm not liking the quick render tool in the new Blender, for some reason it doesn't show the whole model even with multiple light sources nor does the smoothing show up on faces I've Set Smooth on. :hopping:
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(http://a.imageshack.us/img687/9320/fighter10pic17.jpg) (http://img687.imageshack.us/i/fighter10pic17.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I've fully re-imported the model into blender, cleaned up any mesh problems I can find, and reapplied all the smoothing. I've attached a zip file containing the blender, 3ds, and dae formats. I'm not to sure how well Blender's .3ds and dae exporters work so use at your at own discretion. If you find any problems with the mesh please let me know so that I can make corrections. Thank you and enjoy.
I may attempt to UV map at some point if some one doesn't get to it first, I'm still in the learning process for that though and need to start smaller. Tried it a few times with this model and just got frustrated with it but who knows what the future will bring.
[attachment deleted by ninja]
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Awesome work!
:yes: :yes:
Keep it up man.
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Brilliant!
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Holy crap, a trifecta!
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Neat. I'll see what I can do with this.
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Greetings from the Inferno Team. We would like to seek permission from the author of the HTL Basilisk to complete the model for the Community. First, kudos for making such an impeccable Shivan model. Although there were no geometry errors, we have optimized the model to remove any redundant faced without compromising the detail.
As of now, we have found the HTL mesh to be incompatible with the retail Basilisk textures. Thus, with the permission of the author and from the Community, we would like to UVmap the model from scratch and make an attempt at texturing it in our style. Or the Community can texture it. Please kindly let us know soon.
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Could you keep the original style?
Then, it could go into Mediavps.
Compatiblity of HTL models with retail maps has been abandoned a long time ago.
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Compatiblity of HTL models with retail maps has been abandoned a long time ago.
O rly? That's news to me. Any modeler that chooses to can UVmap to the retail maps.
Does this mean that they should? *shrugs* Depends on the modeler, the model, and just how good both of them are.
So I wouldn't say abandoned. More like, not too many people bother. But your namesake model (just as an example) still uses the Retail texture. The Ulysses still has the retail aspect to its textures (and in fact could probably use the retail map without any hassle).
I could continue to list, but that isn't the point.
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Go right on ahead, seeing the extreme closeup of the retail Basilisk in the FSO trailer made me cringe and I would love to see what you guys can do with it.
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If the retail UV map has been upgraded with a high-res redraw, glow, shine, and normal maps, then making a new UV map would probably duplicate a lot of unnecessary work. Unless the new model is significantly different from the retail model or the retail UV is unusable (like the Valkyrie) it's convenient.
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I've always felt that no visual sacrifice should be made in order to maintain retail UV's. If you can maintain an uncomprimised level of detail with the texture AND maintain the original UV, then I guess it's worth it. However with polycounts and details skyrocketing, this will become harder and harder as time goes on.
The gains are minimal. Correct me if I'm wrong, but this would only have a benifit in cases where a mod has previously reskinned a ship that has been HTL'ed, as to maintain compatibility with that mod. Well, if this happens, it is very easy to simply use the old one.
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Omelets. Eggs. Quality is quality, there is no such thing as "reduplication" merely refinement and the achievement of perfection.
"IF" you can (within a reasonable frame of reference) get away with recycling AND make it look good, GREAT. But if it's going to take a lot of effort in either case, then go with something new. Otherwise, who's going to notice that the model is any different when the maps has no changes to the details other than to try and fit it in? For several ships already I've had to delete the existing normal maps because they were made for pre-higher poly models. If those ships had been remapped instead with NEW maps, then the replacement textures would have gone in with the models and there wouldn't have been a need for discovering "oh wow, the old normal maps actually make it look worse" _after_ it's now out and about.
There is a BIG difference between retaining the retail elements of appearance, and slavishly adhering to recycling the Retail maps (or stitching retail tiles into a unified texture) that I'd like to make sure doesn't become a habit. Because while it may not be a BAD habit per-se (if done right) when it goes south, you have the issue of people going "wait, that got upgraded? I thought that was still Retail" which means we've failed at providing the necessary aesthetic of providing an upgrade.
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Thank you for all the input; the Inferno Team has decided to make new textures for the Basilisk that models closely to the retail ones. We will then release a layered version of the texture map for the community to play around with and to make glow/shine/normal maps from it.
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Attached is the Basilisk HTL LOD0 and the simple UVmap as exported from Wings3D. The UV coordinates are mostly done but there are areas that seriously need fixing (eg the beveled portions of the gun arms; basically anything beveled). Right now the Inferno Team is occupied on other projects and cannot get to doing this, so perhaps by handing it off to the Community the Basilisk can get done faster.
http://www.mediafire.com/?ezxgairpaaqapwq
Please post the fixed UV version here so we may continue working on the texture map.
INFTeam