Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Spoon on April 27, 2009, 01:36:50 pm

Title: WiP models
Post by: Spoon on April 27, 2009, 01:36:50 pm
Ray Mk III
Your average multi role fighter.

(http://xs538.xs.to/xs538/09181/raymkiii133.png)
(http://xs538.xs.to/xs538/09181/raymkiii_2944.png)
(http://xs538.xs.to/xs538/09181/raymkiii_3911.png)

I would like feedback on how to make this more awesome looking. Around 1500 poly's so far, still got budget left.

In case you might be wondering on the 'MkIII' part and what happened to I&II.
(http://xs538.xs.to/xs538/09181/raymki649.png)
This is the MkI
Don't ask about the MkII 
Title: Re: WiP fighter model
Post by: Mobius on April 27, 2009, 01:40:57 pm
Looks like a fusion between a Terran and a Kilrathi fighter... :yes:

Good job on the insignia - did you add it to the texture? Maybe you used the specific insignia options instead? :)


This is the MkI
Don't ask about the MkII 

The second phrase reminds Jecht from Final Fantasy X... :nervous:
Title: Re: WiP fighter model
Post by: Angelus on April 27, 2009, 02:49:07 pm
Me likes the MkIII design :yes:
Title: Re: WiP fighter model
Post by: Getter Robo G on April 28, 2009, 02:05:30 am
Improvement suggestions:

your engine nozzels
Your guns
And make a defined cockpit frame so you can map a proper texture over it unless you go the cockpit model route. I don't bother with that cause I am just a converter... And a very minor kitbasher.
Title: Re: WiP fighter model
Post by: Spoon on April 28, 2009, 04:06:05 am

Good job on the insignia - did you add it to the texture? Maybe you used the specific insignia options instead? :)

Added it to the texture yes.

Quote
your engine nozzels
Your guns
And make a defined cockpit frame so you can map a proper texture over it unless you go the cockpit model route. I don't bother with that cause I am just a converter... And a very minor kitbasher.
I agree that the engine nozzels don't look that good, I don't really know what to do with them at this point. Also, once the thrusters are on in game, you won't really see that part anymore.
How do you suggest I improve on the guns?
It won't get an exterior cockpit, for several reasons  :lol:

Me likes the MkIII design :yes:
Good to hear  :)
Title: Re: WiP fighter model
Post by: Getter Robo G on April 28, 2009, 07:38:49 am
I take it you've never seen my conversions...

Mapping a separate texture over a plain barrel can give the illusion of complexity.

Or you can model some med poly ones, or cheat and use weapon pofs over your fire points liek Steve-o's weapon pack!  Also Nuke Mod's weapons add on the pof.

NUkemods ROTATING gatling guns added to pof via table (Steve-O's Lancer/Nuke's ttable)
(http://i22.photobucket.com/albums/b321/Star-Dragon/ftlancer.jpg)

Or you can extrude and bevel flat faces/boxes and use a hole texture or glow map to make missile racks or surface lasers evident...(Aldo's banshee)
(http://i22.photobucket.com/albums/b321/Star-Dragon/Bansheef.jpg)

Or you can use a combination of slightly more model detail and more complex texture... (Kreeargh/UW's Model, my kitbash and re-texture)
(http://i22.photobucket.com/albums/b321/Star-Dragon/FS2%20Trek/neoshrike1.jpg)



Depending on what you want seen you can make better nozzels for under 500-3000 polys no problem


I like shaped ports with either flaps or solid nozzels.
("Gunryu" tribute to Captain Tylor - Not exact, but it was a happy coincidence from the Starshatter Community, exact artist escapes me atm).
(http://i22.photobucket.com/albums/b321/Star-Dragon/The%20Independant%20Fleet/gunryu3.jpg)


So I hope some of these examples broaden yuor horizons...
Title: Re: WiP fighter model
Post by: Spoon on April 28, 2009, 02:03:16 pm
Once again thanks for a good post with examples Getter. It certainly did broaden my horizon.
I tried some stuff but couldn't get anything I liked out of it though, so not much improvement on the guns for now. I also spend the whole day (not kidding) trying to texture. I. can't. Texture. to. save. my. life.
Eventually I just got frustrated and slapped the texture map of the Thor on it.
(http://xs538.xs.to/xs538/09182/canttexture277.png)
It's frustrating that I know how to handle the tools needed for texturing, I just can't get anything nice looking.  :mad:

(http://xs538.xs.to/xs538/09182/itsallgreybaby222.png)
Changed the back a bit.
Title: Re: WiP fighter model
Post by: Getter Robo G on April 28, 2009, 04:07:15 pm
Don't feel bad it's a very good model and texture job.

My limits were the GTC Cube... I even managed to texture it.. I cheated but hey it's good enough for borg right?


But anyway if you have trouble with a specific texture look try rotating it. I do that a lot with gun or metallic textures with straight lines or dark areas. Sometimes I can get them to line up just right. This only has a chance of working if flat planes are mapped and not triangles or weird shapes. Tiled textures.

I know it's hard to see but the gray texure on these has lines and help separate a port from the barrel and other minor details not seen at that distance. You can plan these or just find "happy coincidences." :)

(http://i22.photobucket.com/albums/b321/Star-Dragon/rnightwind.jpg)

Hard to do when some of the things I convert I have to knock OFF 30-60 textures to get them in game...
At least when trying to keep the spirit visually of the orginial.

Title: Re: WiP fighter model
Post by: Spoon on April 28, 2009, 07:48:45 pm
I'm such a stuborn person, if I can't get it right after working on it the whole day... i'll just continue until deep into the night.  :rolleyes:
So yeah, here's something alternative:

(http://xs138.xs.to/xs138/09182/raymkiii_greyish879.png)
(http://xs138.xs.to/xs138/09182/raymkiii_blueish850.png)
(http://xs138.xs.to/xs138/09182/raymkiii_bottom543.png)

Pretty weird huh?
I'll just accept the fact I can't texture a normal good looking ship hull.
Title: Re: WiP fighter model
Post by: Getter Robo G on April 28, 2009, 09:11:52 pm
That's fine, that's what RE-textures are for (like me and Jadehawk)...  :D

I would say one thing, those two top back flaps...
Instead of keping them perfectly square, how about tapering the back edges in a little, either sharp or rounding them.

  Know what I mean?
Title: Re: WiP fighter model
Post by: ssmit132 on April 29, 2009, 03:46:18 am
So yeah, here's something alternative:
*snip*
Pretty weird huh?
I'll just accept the fact I can't texture a normal good looking ship hull.
That's actually quite good. Definitely unorthodox, but that doesn't matter. I like it. :)
Title: Re: WiP fighter model
Post by: Spoon on May 08, 2009, 05:03:28 pm
That's actually quite good. Definitely unorthodox, but that doesn't matter. I like it. :)
Good to hear, I guess i'm happy as long as people don't want to stab their own eyes out after seeing my textures  :p

That's fine, that's what RE-textures are for (like me and Jadehawk)...  :D

I would say one thing, those two top back flaps...
Instead of keping them perfectly square, how about tapering the back edges in a little, either sharp or rounding them.

  Know what I mean?
Hey, if you and Jadehawk wanna go crazy with retexturing my stuff, then please by all means  :nod:

Not much of an update, just felt like throwing the ship into the game early. Still got to do some adjusting on the texture and add some normals later.
(http://xs139.xs.to/xs139/09195/pew_pew256.png.xs.jpg) (http://xs.to/xs.php?h=xs139&d=09195&f=pew_pew256.png)
(http://xs139.xs.to/xs139/09195/oldandnew863.png.xs.jpg) (http://xs.to/xs.php?h=xs139&d=09195&f=oldandnew863.png)
Title: Re: WiP fighter model
Post by: Spoon on May 16, 2009, 01:34:23 pm
Trying my hand at capital ships now.
(http://xs539.xs.to/xs539/09206/perspective720.png)
(http://xs539.xs.to/xs539/09206/side715.png)
(http://xs539.xs.to/xs539/09206/backbottom255.png)
In game this gives a bit of a cartoony/toy look when fully lit.
With some shadows and lighting it looks suprisingly decent (opinions may vary  :P)
(http://xs539.xs.to/xs539/09206/pewpewlaserkittens508.png)
(http://xs539.xs.to/xs539/09206/pewpewlaserkittens2190.png)
i'd love to do a animated glow map for the red stripe but I still have to figure out how to do that yet.
Title: Re: WiP models
Post by: Spoon on May 17, 2009, 06:45:41 pm
Don't be shy people...
i'd love to hear some feedback.
Title: Re: WiP models
Post by: Rodo on May 17, 2009, 07:07:44 pm
I don't like that egg thing, the rest looks good.

You could replace it with a big artillery turret or something else.

and try making the fins on the back side a little more big and long so they stick out of the model-

well that's what I'm thinking of, but I'm no modder so don't take it like an experts advise ^^
Title: Re: WiP models
Post by: Getter Robo G on May 17, 2009, 09:00:54 pm
Spoon I am not allowed to post a certain pic (Someone would scream at me)...

But, it reminds me of a M7 Carrier and a MacrossSDF style cruiser from the down first front angle shot!
Just needs soem refinement, but definately got something there!

 :yes:

I hope you know what I am talking about.


[EDIT!]  Hehe found it!

Macross (UNSPACY) Bream Frigate

(http://i22.photobucket.com/albums/b321/Star-Dragon/Sci-Fi%20amp%20Anime/REFBeamFrigate.jpg)

Same style front gun, that's what reminded me. ;)
Title: Re: WiP models
Post by: Spoon on May 18, 2009, 07:18:24 am
I don't like that egg thing, the rest looks good.

You could replace it with a big artillery turret or something else.

and try making the fins on the back side a little more big and long so they stick out of the model-

well that's what I'm thinking of, but I'm no modder so don't take it like an experts advise ^^
You don't have to be an expert modeller/modder to give valid criticism/advice :)
'egg thing' dully noted, i'll try to make it seem more like glass and less like... egg  :lol:
Making the backfins longer means i'll have to adjust the shield mesh to be more form fitting. i'll leave them this size for now.

Spoon I am not allowed to post a certain pic (Someone would scream at me)...

But, it reminds me of a M7 Carrier and a MacrossSDF style cruiser from the down first front angle shot!
Just needs soem refinement, but definately got something there!

 :yes:

I hope you know what I am talking about.


[EDIT!]  Hehe found it!

Macross (UNSPACY) Bream Frigate
<snip>

Same style front gun, that's what reminded me. ;)
The resemblance is certainly there, though I like the design of the one you posted a lot more then my own one :p
Could you point out in a bit more detail where I could refine the design more?
Title: Re: WiP models
Post by: Getter Robo G on May 18, 2009, 10:12:38 am
Hmmm..  Ok well since I don't really know what you have in mind for the design I would first say how about rounding the edges of those protrusions.

The two underneath and the 4 off the back engine block? That would make them smoother looking and change the feel of the model (just a suggestion).


Oh and would you mind posting your original fighter? I might want to mess with it later if that's ok with you?
 :drevil:
Title: Re: WiP models
Post by: Spoon on May 18, 2009, 10:52:38 am
The MkI or III? .pof or .max?
Title: Re: WiP models
Post by: starlord on May 19, 2009, 09:01:44 am
Hey spoon, I once recall that yoseph from the EOTP MOD was actively looking for a few fighter designs.

You can find the MOD page here, should you be interested to help:

http://www.cambium.com/eotp/news.htm

best regards.
Title: Re: WiP models
Post by: Spoon on May 20, 2009, 02:06:08 pm
Seems like a pretty interesting project but for now i've got my own mod/campaign to work on (still have plenty of work to do there) and I don't feel my skills are quite up to snuff yet to participate in a larger project like that.
Title: Re: WiP models
Post by: starlord on May 20, 2009, 02:30:38 pm
What MOD is that, if we can know, that is?
Title: Re: WiP models
Post by: Spoon on May 20, 2009, 04:57:50 pm
One that still requires heaps of works, it will feature mechs, space elves (yeah, you heard right) a story line which is probably way to epic for a beginner like me to ever complete, custom ships&weapons, custom hand drawn persona .ani's and well... stuff.
I've got parts of it written out and am pretty much just out the learning phase now (on modelling, normal mapping, texturing, getting stuff in fred&freespace, FRED itself, tables and all that). Come to think of it, it sounds more like a total conversion when I write it down.
Title: Re: WiP models
Post by: Aardwolf on May 20, 2009, 08:57:59 pm
Gah! I'm getting tired of having to scroll through so many screenshots of other people's models just to get to the ones that are actually this guy's WIP's.
Title: Re: WiP models
Post by: Spoon on May 21, 2009, 08:39:48 pm
Well in this case Getter provided some examples, which is much appreciated (by my at least) in this case.

I has mastered (Well, not exactly but you know what I mean) the art of glow maps and the animated variation on it.
Though of course a snapshot will hardly tell you what part is actually animated.
(http://xs839.xs.to/xs839/09215/weee531.png)
(http://xs839.xs.to/xs839/09215/glowymaps996.png)
Changed the texture again.
Title: Re: WiP models
Post by: dragonsniper on May 21, 2009, 08:48:37 pm
Cool models. :yes: Like the first one a bit more I think.
Title: Re: WiP models
Post by: Getter Robo G on May 22, 2009, 06:21:00 am
Ok I gotta ask.

Looking at that it's fine but it occurred to me; Are you going for a manufactured look or an organic look?

I ask cause you have standard hull plating and panel indications, BUT over that you have a B5 type Shadow/Vorlon armor or aquatic plateing over it.

If you are going for two looks then I suggest you look at RAPTOR's Hera as he clearly has hull sections separated into plating schemes. Or better, some of the Vasudan cap ships. They have genral hull schemes like the geo-plates you have, and other sections on them where traditional plating is seen.

Otherwise it looks like you are throwing both style aspects at the same time in the same spaces and it looks terrible. Sorry for the harsh criticism.

There is nothing wrong with eaither style, but they way you are combining them isn't working for me.
Title: Re: WiP models
Post by: Spoon on May 23, 2009, 08:55:14 am
Your opinion has been noted Getter
You are one of the very few that actually offer some kind of criticism though, so excuse if I don't make major changes based on only one opinion ;)
But if I understand you correct you have a problem with the black lines on the texture?

Cool models. :yes: Like the first one a bit more I think.
which first one?
Title: Re: WiP models
Post by: Enioch on May 23, 2009, 10:27:05 am
He's having a problem with the fact that you are COMBINING the white-line panels (which are hexagonal and look like the texture of the Sobek and the Hatsepsut) and the black, terran-like panels with the nuts and bolts. I agree with him.

What you need to do is select parts of the ship that will have the hexagonal-type paneling and others that will have the square-like paneling and make sure that they don't overlay anywhere, because that part of your texturing doesn't look good to me (BTW, this is my purely aesthetical opinion. You might not agree with me and that's OK. Just add one more voice to those d*mned critics)

As Robo says:


You are throwing both style aspects at the same time in the same spaces and it looks terrible. Sorry for the harsh criticism.

There is nothing wrong with either style, but the way you are combining them isn't working for me.
Title: Re: WiP models
Post by: dragonsniper on May 23, 2009, 10:29:38 am
Your opinion has been noted Getter
You are one of the very few that actually offer some kind of criticism though, so excuse if I don't make major changes based on only one opinion ;)
But if I understand you correct you have a problem with the black lines on the texture?

Cool models. :yes: Like the first one a bit more I think.
which first one?
The darker of the two.
Title: Re: WiP models
Post by: Spoon on May 23, 2009, 11:04:06 am
(http://img22.imageshack.us/img22/6133/raywithnormals.png)
Hows this then?

Quote
this is my purely aesthetical opinion. You might not agree with me and that's OK. Just add one more voice to those d*mned critics
I thank you for providing your aesthetical opinion, that's the things I need to hear after all. I'm happy with people like you and Getter who are willing to spend a few minutes of their time to type that opinion down :)
Title: Re: WiP models
Post by: Enioch on May 23, 2009, 12:37:13 pm
Muuuuuuch better  :D ! But still, not perfect (blasted nitpicking! :hopping: :p :hopping:)

Notes and suggestions:

A) Where's your cockpit? :wtf:

B) Variate! Don't cover the whole fighter with the same texture! You 're UVing the thing, for God's sake, make the texture fit like a glove! And give it detail. For Example:

(http://img33.imageshack.us/img33/3797/raywithnormals2.png)

Again, this is just how I would do it. And, while we're on the subject, I recommend you tone down the general saturation a bit (to get a grey-er tone) and add a few high-saturation (overlayed) stripes for eye-catching prettiness. Check out what I've done with the Zephyrus (http://hard-light.net/forums/index.php/topic,61052.105.html) (scroll down a bit) to see what I mean

Oh, and I can't help but notice that there's a certain mirroring going on on the top of the fighter. If you're planning to make some normal maps for it, make sure and change your UVing, to avoid shading issues. UV mirroring is good for OPPOSITE sides of a craft, but the TOP and BOTTOM faces that connect to each other (straight down the central axis of the fighter) MUST NOT be mirrored, but UV'd together. It probably looks good in your modeling program. but if you get the mirrored thing into FS, it will do this @#$% thing:

(http://img188.imageshack.us/img188/9822/raywithnormals3.png)

Or not?  :nervous: I might be wrong there. Still, I've had this problem with the WIP Zephyrus, so it's safe to assume that it still persists.

Keep on the good work! :D  :yes:
Title: Re: WiP models
Post by: Droid803 on May 23, 2009, 12:41:09 pm
I'm thinking it could do better with actual hull plates instead of that...stained glass filter stuff that just make it look weird.
Title: Re: WiP models
Post by: Enioch on May 23, 2009, 12:47:54 pm
I think I agree, but it would be nice to see if he can do something with the current texture...
Title: Re: WiP models
Post by: Spoon on May 23, 2009, 01:40:39 pm
Ahaha I wish I had more talent in texture making, I tried my hand at a manufactured look with hull plating and such but everything I tried came out really crappy looking. It's also pretty time consuming to make a texture like that with a lot of detail. Aside from that i'm aiming more for a 'anime clean' look (not just because it saves me work heh) not to mention i'm planning on something big and i'd rather have 10 decent looking ships then 2 perfect looking ones.
Though I don't want to use the above as an excuse to stop improving  ;)

Quote
A) Where's your cockpit?
It won't get an external one. In the setting I have in mind, pilots are offered a bit more protection while relying on their equipment to get a look on the outside (even have a mission in mind where this plays a major role)
Kinda like the fighters in legend of the galactic heroes
(http://xs139.xs.to/xs139/09216/1110.jpg.xs.jpg) (http://xs.to/xs.php?h=xs139&d=09216&f=1110.jpg)

Quote
B) Variate! Don't cover the whole fighter with the same texture! You 're UVing the thing, for God's sake, make the texture fit like a glove! And give it detail. For Example:
(pic)
Again, this is just how I would do it. And, while we're on the subject, I recommend you tone down the general saturation a bit (to get a grey-er tone) and add a few high-saturation (overlayed) stripes for eye-catching prettiness. Check out what I've done with the Zephyrus (scroll down a bit) to see what I mean
I like what you did with the Zephyrus there, nice work  :yes:
I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Quote
Oh, and I can't help but notice that there's a certain mirroring going on on the top of the fighter. If you're planning to make some normal maps for it, make sure and change your UVing, to avoid shading issues. UV mirroring is good for OPPOSITE sides of a craft, but the TOP and BOTTOM faces that connect to each other (straight down the central axis of the fighter) MUST NOT be mirrored, but UV'd together. It probably looks good in your modeling program. but if you get the mirrored thing into FS, it will do this @#$% thing:
(pic)
Or not?  :nervous:  I might be wrong there. Still, I've had this problem with the WIP Zephyrus, so it's safe to assume that it still persists.
I did notice that shading issue once with the Mk I but as I progressed it vanished without a trace and I haven't had that issue since. The shots in this thread are all from the 'F3 shiplab' in FS

Quote
I'm thinking it could do better with actual hull plates instead of that...stained glass filter stuff that just make it look weird.
Find me a texturer worthy of mordor
(http://xs839.xs.to/xs839/09216/eye_of_sauron597.jpg)


*Edit:
An other reason why I don't feel like completely perfecting a fighter
(http://xs539.xs.to/xs539/09216/in_game232.png)
135 range is pretty close and look at how much detail you can see from that distance.

I played sync completely without the mediavp's and only realized it half way through. When i'm busy flying/shooting/following a story/dodging enemy fire I could care less if the enemy target has 10 more lines of detail.  :P
Title: Re: WiP models
Post by: Getter Robo G on May 23, 2009, 08:33:45 pm

Oh you mean like this total crap texture (at similar range)...?


(http://i22.photobucket.com/albums/b321/Star-Dragon/yukkikaze1.jpg)

 ;)
Title: Re: WiP models
Post by: Spoon on May 24, 2009, 05:00:24 am
Looks fine to me.
Title: Re: WiP models
Post by: Enioch on May 24, 2009, 10:06:44 am
I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Two words:

Map. Zone. (http://mapzoneeditor.com/?PAGE=HOME)

Tried my luck with FilterForge for a bit (even uploaded a crappy 'Greeble' plugin to their library), but I find MapZone to be perfect for what I want. Lemme show you what I mean. This is a texture (with lighting) I'm working on for the GTMI Vulcan, a mining platform I'm working on.

(http://img29.imageshack.us/img29/349/save.png)

It's the result of less than fifteen minutes of node editing. It comes with bump, normal, and specular maps.

Be warned: MapZone has a VERY steep learning curve and pretty much no external documentation (although its Help file is pretty good). However, it can do wonders and it's totally free!

Title: Re: WiP models
Post by: Aardwolf on May 24, 2009, 12:57:24 pm
(http://img33.imageshack.us/img33/3797/raywithnormals2.png)

I agree with Enioch. Give it some wives.
Title: Re: WiP models
Post by: Spoon on May 24, 2009, 02:53:39 pm
I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Two words:

Map. Zone. (http://mapzoneeditor.com/?PAGE=HOME)

Tried my luck with FilterForge for a bit (even uploaded a crappy 'Greeble' plugin to their library), but I find MapZone to be perfect for what I want. Lemme show you what I mean. This is a texture (with lighting) I'm working on for the GTMI Vulcan, a mining platform I'm working on.

(pic)

It's the result of less than fifteen minutes of node editing. It comes with bump, normal, and specular maps.

Be warned: MapZone has a VERY steep learning curve and pretty much no external documentation (although its Help file is pretty good). However, it can do wonders and it's totally free!
I'm checking it out right now but you weren't kidding with the steep learning curve. It looks promising though.
Thanks for the link!

Quote
I agree with Enioch. Give it some wives.
War machines don't get the chance of having a quiet little family life.
Title: Re: WiP models
Post by: Enioch on May 25, 2009, 10:27:57 am
I'm checking it out right now but you weren't kidding with the steep learning curve. It looks promising though.
Thanks for the link!
You're welcome. There are a few tutorials in their site, but you'll have to figure out what everything does pretty much on your own.

What is really helpful is the 'Import SVG' and 'Import bitmap' nodes. You can draw the basic panels of your fighter in Inkscape (http://inkscape.org/), export them as SVG and then apply colors, dirt, rust etc in MapZone.

Quote
I agree with Enioch. Give it some wives.
War machines don't get the chance of having a quiet little family life.

lol :lol: 'Wires' dammit! 'Wires'!! (meanies...:D)
Title: Re: WiP models
Post by: Spoon on June 05, 2009, 01:18:23 pm
(http://xs940.xs.to/xs940/09235/carrier699.jpg)
Working on a carrier atm.
Since this will be a one of a kind, i'll try not to be to cheap on the details of the mesh.
Title: Re: WiP models
Post by: Spoon on June 05, 2009, 06:51:39 pm
kinda hard to make out details with max default render with no textures
(http://xs940.xs.to/xs940/09236/1273.jpg)
(http://xs940.xs.to/xs940/09236/2771.jpg)
Added some more detailing. This is going to be such a pain to texture, looking forward to that already.
Title: Re: WiP models
Post by: Trivial Psychic on June 05, 2009, 10:31:10 pm
Looks vaguely like 2 Triton class freighters joined together.
Title: Re: WiP models
Post by: Spoon on June 06, 2009, 04:29:44 am
Oh.. Ookaaay  :rolleyes:
Title: Re: WiP models
Post by: General Battuta on June 06, 2009, 11:24:42 am
It looks good. And it doesn't really look like a pair of conjoined Tritons.
Title: Re: WiP models
Post by: Trivial Psychic on June 06, 2009, 01:10:00 pm
Just put a pair side-by-side and add the cargo units (though longer and less boxy) and on the front.
Title: Re: WiP models
Post by: Snail on June 06, 2009, 01:53:46 pm
Looks cool.
Title: Re: WiP models
Post by: Spoon on June 06, 2009, 05:50:27 pm
It looks good. And it doesn't really look like a pair of conjoined Tritons.
Looks cool.
Thanks!  :D

(http://xs540.xs.to/xs540/09236/slightely_to_big_perhaps454.jpg)
Guess i'll go scale it down quite a bit. At the moment it's pretty huge. (i've got 2 shipclasses planned that are going to be bigger then this)

(http://xs540.xs.to/xs540/09236/pink_cannons728.jpg)
I'm not really digging the long barreled cannons yet (aside from their faaabelous color).
Suggestions?   
Title: Re: WiP models
Post by: General Battuta on June 06, 2009, 05:52:51 pm
Okay, one thing to note is that small ship classes are much more useful from a FREDDing perspective and much more likely to get used.

Corvettes, cruisers, and small destroyers are the sweet spot. Anything much bigger is tricky to use as anything but a prop.
Title: Re: WiP models
Post by: Rhymes on June 06, 2009, 06:45:18 pm
Depends on the ship being flown though, and the weapons on it.  Remember how Inferno had those anti-juggernaut Armageddon Torpedoes? (which were meant to be mounted on bombers, IIRC)
Title: Re: WiP models
Post by: Snail on June 07, 2009, 05:04:08 am
Corvettes, cruisers, and small destroyers are the sweet spot. Anything much bigger is tricky to use as anything but a prop.
Definitely, ships like jugs are very hard to get the player to interact with.
Title: Re: WiP models
Post by: Spoon on June 18, 2009, 05:34:06 pm
(http://xs140.xs.to/xs140/09254/pew606.png)
Too bad I still suck at texturing

Guess i'll just have to fred amazing missions that will make people forget the poor textures  :lol:
Title: Re: WiP models
Post by: Droid803 on June 18, 2009, 05:50:41 pm
You could get someone like Jadehawk of Freespaceking to fix up your textures for you.
Title: Re: WiP models
Post by: ssmit132 on June 19, 2009, 01:18:46 am
Too bad I still suck at texturing
I wouldn't say your texturing sucks.
Title: Re: WiP models
Post by: Enioch on June 19, 2009, 02:04:14 am
Too bad I still suck at texturing
I wouldn't say your texturing sucks.

I really don't know if I agree. By that, I'm not saying that I think it sucks, just that I don't know if it sucks. :blah:

To tell the truth, I expected more...variety. You've got these huge surfaces that are only covered by that cellular pattern, you've got no windows (a big no-no in my opinion, especially in larger ships) and last, but certainly not least, you don't show how the thing works.

I dunno, maybe it's just my own aesthetic conception of how capital ships should look like, but I really do expect some wiring, pipes, sensor hubs, dashboard puppets, docking rings etc.

Oh, and as for the 'panels' I see there:

It is IMPERATIVE that you give them a different filling than the surrounding armor. That's what makes them stick out and be panels, rather than four lines painted on the ship. If the general armor is one unit, the panels should be another, distinct one. That can be achieved either by just removing the cellular pattern from inside the panel surface, and/or by recoloring the panels and/or (my fave) by making the panels 'un-armored' areas -identations in the hull, where you can see the wiry, pip-y insides. :nod:

Oh, and MAKE NORMAL MAPS. They help A LOT! :D

And I can't wait to play your amazingly fredded missions.  :yes:

Title: Re: WiP models
Post by: starlord on June 19, 2009, 02:30:46 am
quite nice! It reminds me a bit of the WC4 intrepid.
Title: Re: WiP models
Post by: ssmit132 on June 19, 2009, 03:17:04 am
I should have elaborated: What I meant was that at least it's a decent, working texture job, even if it's lacking in your opinion(s).
Title: Re: WiP models
Post by: Spoon on June 19, 2009, 04:42:54 am
You could get someone like Jadehawk of Freespaceking to fix up your textures for you.
I might do after a first release or something. For now i'm stubbornly holding on to the idea I can do this all alone  :lol:

quite nice! It reminds me a bit of the WC4 intrepid.
haha yeah, when I was busy creating it I paused for a moment and said to my self "Now what does this remind me off?" (on a somewhat related note, that bridge bunny of the intrepid (forgot her name) looked a scary lot like my older sister. To the point that I started to wonder if they made a clone of her) so I adjusted it a bit to make it seem less like the intrepid.

I should have elaborated: What I meant was that at least it's a decent, working texture job, even if it's lacking in your opinion(s).
Well hearing this reassures me a bit. I'm not aiming to create something as beautiful as the mediavp HTL herc II or likewise.
As long as people can say its decent i'm content for now  :nod:

I really don't know if I agree. By that, I'm not saying that I think it sucks, just that I don't know if it sucks. :blah:
:lol:


To tell the truth, I expected more...variety. You've got these huge surfaces that are only covered by that cellular pattern, you've got no windows (a big no-no in my opinion, especially in larger ships) and last, but certainly not least, you don't show how the thing works.

I dunno, maybe it's just my own aesthetic conception of how capital ships should look like, but I really do expect some wiring, pipes, sensor hubs, dashboard puppets, docking rings etc.
Sorry I kinda forgot to mention that it's still a WiP and realise there is a lot of flat empty surface still. As for windows, ive got the same in-universe excuse for that as for not having cockpits  :P

Oh, and as for the 'panels' I see there:

It is IMPERATIVE that you give them a different filling than the surrounding armor. That's what makes them stick out and be panels, rather than four lines painted on the ship. If the general armor is one unit, the panels should be another, distinct one. That can be achieved either by just removing the cellular pattern from inside the panel surface, and/or by recoloring the panels and/or (my fave) by making the panels 'un-armored' areas -identations in the hull, where you can see the wiry, pip-y insides. :nod:

Oh, and MAKE NORMAL MAPS. They help A LOT! :D

And I can't wait to play your amazingly fredded missions.  :yes:
Good point about the panels. (Some times I just need someone to point out the obvious, if I work long on one thing I tend to stare myself blind on stuff.) I'll get on that!
Normal maps&glow maps will come as well, just the last thing on the list  :)

(Drats, now I hope I can actually live up to my promise of super duper awesome fredded missions  :lol: )


Here's something small I did recently as well
(http://xs140.xs.to/xs140/09255/tentacles883.png)
A texture ripped from a vasudan capship and tiled for easyness. The tentacles are animated when the afterburners are engaged and can be destroyed when shot at (which really amused me for some reason as I was testing it "Noooo! Not my teeeentaclessss"). Low poly as these guys are going to be swarming you on screen.
Title: Re: WiP models
Post by: Enioch on June 19, 2009, 08:00:12 am
 :eek2: :jaw: :eek2:

Amazing!

Now, where did I put the bug spray?  :P
Title: Re: WiP models
Post by: Titan on June 19, 2009, 08:19:45 am
lulz
Title: Re: WiP models
Post by: Spoon on June 19, 2009, 06:04:59 pm
Now, where did I put the bug spray?  :P
Here ya go
(http://xs840.xs.to/xs840/09256/aubrey-gone-bugspray-lg506.png)
 :P
Title: Re: WiP models
Post by: ssmit132 on June 19, 2009, 08:05:05 pm
 :lol: Does that mean that they are capable of atmospheric flight?
Title: Re: WiP models
Post by: Spoon on June 20, 2009, 04:08:15 am
:lol: Does that mean that they are capable of atmospheric flight?
For about 5 minutes  :P

Ignore the clipping thrusters for now.
(http://xs940.xs.to/xs940/09256/bottom631.jpg)
(http://xs540.xs.to/xs540/09256/1797.jpg)
Better this way right Enioch?
Title: Re: WiP models
Post by: Enioch on June 20, 2009, 06:58:45 am
Oh yes.  :D :yes:

MUCH better. I'm not saying it's excellent, mind you ( :P ), but you're getting the hang of this.

And I see it's shielded as well. Nice touch. :drevil:

   Now, there's only four things you gotta do:

   A) Work on the transition between paneled areas and armored areas. For some obscure subconscious reason, there is something about the transition from organic, caustic-like armor to square panels that nags me like hell.  :ick: :shaking: Consider selecting specific areas of the ship (mainly corners, niches and protected areas) and paneling those, while leaving other, more exposed areas armored.

   B) Make it glow!

   C) Make it shine!

   D) Make it bumpy!

Come back with more delicious screenies when you're done! :D
Title: Re: WiP models
Post by: Commander Zane on June 20, 2009, 03:13:56 pm
Shield effects make me think of I-War. :D
Title: Re: WiP models
Post by: Spoon on June 21, 2009, 06:44:04 pm
Shield effects make me think of I-War. :D
Really should get around playing I-war some day, heard the name so many times...

Spend way too much time on fixing up the turrets (and some still need fixing) and I guess there are still several ways of improving on the texture and whatnot.
I however am getting slightely tired (or lazy) of spending a lot of time polishing just one ship (when I have so much more to build... I think I may have made my own work load too much lol)
Alas, here's some normals and my first shine map (it also has animated glow maps but you can't really see that well in a screenshot)
(http://img231.imageshack.us/img231/6410/shineandnormal.jpg)
Title: Re: WiP models
Post by: Spoon on June 22, 2009, 07:57:39 pm
I dully noted what still needs to be done on the Guardian Angel and moved on from texturing to modelling once again.
(http://xs140.xs.to/xs140/09261/itainteasybeinggreen740.png)
(http://xs840.xs.to/xs840/09262/size443.png)
The Caliburn assault fighter, will pack a huge punch with a decent to speed but a piss poor turn rate.
It's excessive pointy wing design will surely be loved by the hanger crew...
Title: Re: WiP models
Post by: Getter Robo G on June 28, 2009, 07:16:56 am
I'll say this much, you've improved quickly...
Still can't wait to get a hold of them.  ;)
Title: Re: WiP models
Post by: Commander Zane on June 28, 2009, 12:18:41 pm
Has an ACEOnline I-Gear feel to it. ;)
Title: Re: WiP models
Post by: Aardwolf on June 29, 2009, 05:25:26 am
I dully noted what still needs to be done on the Guardian Angel and moved on from texturing to modelling once again.
* snip *

Interesting concept with the green one.

Also, you used the wrong word. You want d-u-l-y, what you said means that you noted something in a dull manner.
Title: Re: WiP models
Post by: Spoon on June 29, 2009, 09:50:11 am
Quote
Also, you used the wrong word. You want d-u-l-y, what you said means that you noted something in a dull manner.
No mistake there actually, I was pretty sleepy when I made the list what still needed to be done on the GA  :p

(http://img199.imageshack.us/img199/4408/caliburns.png)
Title: Re: WiP models
Post by: asyikarea51 on June 29, 2009, 12:13:29 pm
How could I have not noticed the FRX making a quiet round in this thread... :shaking:

/meep
/random
Title: Re: WiP models
Post by: Spoon on August 15, 2009, 06:31:50 am
Pulling this thread from the dark depths of page 5.

I've put together some clips into a early trailer for my (and your) amusement. I've done zero Fredding at this point, so excuse the battle of endor syndrom and the excessive use of missiles on screen. Still have a lot of work to do here  :P

http://www.youtube.com/watch?v=6jKbXswXUpI
Title: Re: WiP models
Post by: Commander Zane on August 15, 2009, 06:37:46 am
Those ships are massive!
The tunnel part was awesome. :D
Title: Re: WiP models
Post by: Droid803 on August 15, 2009, 02:42:20 pm
Looks great :yes:
Title: Re: WiP models
Post by: Spoon on August 16, 2009, 05:16:24 am
Thanks! good to hear  :D
Title: Re: WiP models
Post by: starlord on August 16, 2009, 05:29:21 am
Wow! amazing... :nod:

simple question, but what does JGASF stand for?
Title: Re: WiP models
Post by: Spoon on August 16, 2009, 07:23:46 am
Joint Guardian Angel Strike Force
It's long and not very catchy, i'm still thinking of a different title  :p
Title: Re: WiP models
Post by: Colonol Dekker on August 16, 2009, 12:29:17 pm
Wait a sec, justhowlongnow....have caps been allowed shields? :eek2:
Title: Re: WiP models
Post by: Commander Zane on August 16, 2009, 01:02:31 pm
Couldn't they always as long as a sheld mesh was made?
Title: Re: WiP models
Post by: Colonol Dekker on August 16, 2009, 01:14:58 pm
Not back in the "days of old"
Title: Re: WiP models
Post by: Getter Robo G on August 21, 2009, 11:35:43 am
First cap I shielded was like 2003/2004...
Title: Re: WiP models
Post by: Scooby_Doo on August 27, 2009, 11:00:09 pm
One word of caution with shields...be careful with their polycount.  Unlike rendeed meshes polycount can hurt you big time.
Title: Re: WiP models
Post by: Spoon on August 28, 2009, 03:58:39 am
One word of caution with shields...be careful with their polycount.  Unlike rendeed meshes polycount can hurt you big time.
I'm not 100% sure I understand what you are saying
but 320&500 faces for cap shield meshes shouldn't be too bad right?
Title: Re: WiP models
Post by: Scooby_Doo on August 28, 2009, 04:21:55 am
That should be good.

With detailed shields it seems to cause massive slowdowns, especially when hit.