Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: BrotherBryon on June 04, 2009, 09:12:28 pm
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I know I really need to finish one my other projects before starting another one (preferably before some one decides to beat me) but the modeling bug bit me and I just couldn't stop myself.
(http://img35.imageshack.us/img35/4818/bomber2s01pic1.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-04
(http://img35.imageshack.us/img35/9743/bomber2s01pic2.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-04
Thoughts?
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Damn.
That's all I have to say.
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:yes:
Nice Taurvi looks nice.
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Sexy.
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The model looks good right now, some more work on it and It might be done alright.
The one thing I don't like are those recesses on the back fins... I feel they should be just plain or maybe with less amount of detail over there.
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Make sure to leave places for the engines :D
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The things on the back fins remind me of the things on the High-Poly Ravana. I like it.
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Lookin good for a start!
I'm very pleased that there's being a Shivan HTLization spree... finally da bad guys are being given some justice :)
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I like it lots! Very spiky, very Shivan.
How are you going to treat the missile bays in front? I personally would like to see each of the spots made into a small dome, like the top of a Tsunami.
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You are amazing... that's all I have to say...
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I like it lots! Very spiky, very Shivan.
How are you going to treat the missile bays in front? I personally would like to see each of the spots made into a small dome, like the top of a Tsunami.
Shivans are spiky, natch. Should be polygonal.
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Great job there. Another one down for the count.
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Oh! Very nice. Simple yet cool.
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Thanks for all the feed back. I will work on the missile bays and see what I can do. Past attempts at modeling individual missile tubes haven't gone well for me but I think I've gotten a bit better and feel ready to try again. As for the recesses on the back fins, they are based off the original textures and are consistent with other areas on the model that had similar texture work. Removing them at this point would break consistency and since I'm well under the polly budget it doesn't make too much sense to do so.
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It'll be interesting to see how you handle the missile banks.
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I like it lots! Very spiky, very Shivan.
How are you going to treat the missile bays in front? I personally would like to see each of the spots made into a small dome, like the top of a Tsunami.
Shivans are spiky, natch. Should be polygonal.
There's more to Shivans than being spiky. (Particularly FS1 Shivans, but acknowledged, Taurvi was introduced in FS2)
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There's more to Shivans than being spiky. (Particularly FS1 Shivans, but acknowledged, Taurvi was introduced in FS2)
yes, they are known to be mean also :p
sorry.. I just had to do that.
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Spikey shivans ftw
Gr8 model dude
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There's more to Shivans than being spiky. (Particularly FS1 Shivans, but acknowledged, Taurvi was introduced in FS2)
I can't agree with you more.
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Missile Tubes
Attempt 1
(http://img7.imageshack.us/img7/4720/bomber2s01pic3.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-09
Attempt 2
(http://img7.imageshack.us/img7/5016/bomber2s01pic4.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-09
Which one do you all like better or any suggestions as to how to approach them better? The first one has the most pollys and makes use of several different tube sizes in order to fit where as the second one only uses 2. The reason I went with recessed tubes is because of the angles of the missile bays themselves.
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#2 definitely. #1 is just too many IMO. :)
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Yeah #2 looks a lot better.
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The second one comes the closest to matching the current texture for the ship.
And while that, in and of itself, should not be a limiting factor by any means, it also does look a little less crowded.
They both do look good. #1 has a uniformity to it that lends itself to unleashing hell in a great flurry.
But I think #2 is probably going to be the vote winner, though I think the 13th (furthest outside tip) tube does not look quite right from a deployment capability stand point. Maybe knock it off and space the remaining ones along that face out just a titch?
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Considering the size of the Bombs, I'd go for #2 too.
And if all of the front space is taken up by the missle tubes, were do the primary weapon slots go?
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I know that one primary is on the end of the two spikes that meet at the front.
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I would vote for 2nd... but can you make it a little less crowded? like taking one or two launch tubes and then distributing the space between each other of the tubes?
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#2, but drop the tube closest to the outside edge. It looks like it has a recessed tube opening, with no space behind it to actually put a bomb.
And uh, hot damn.
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Playing around with the spacing yields this.
(http://img41.imageshack.us/img41/6493/bomber2s01pic5.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-10
Does any one definitively know where the primaries and engines are supposed to be located on this model? The closest thing to looking like an engine is the diamond shaped sections in between the hull and the missile pods.
(http://img41.imageshack.us/img41/4176/bomber2s01pic6.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-10
Any other suggestions as far as details are concerned.
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I'd advise opening the POF in ModelView and seeing where the weapon firing points and thruster glows are.
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|
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There seems to be a lot of wasted space now; you might want to resize or rearrange the holes again.
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Can't wait to shoot those things.
Best of luck there! :yes:
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Does any one definitively know where the primaries and engines are supposed to be located on this model? The closest thing to looking like an engine is the diamond shaped sections in between the hull and the missile pods.
Primaries:
(http://img218.imageshack.us/img218/4579/taurviguns.png)
Engines:
(http://img223.imageshack.us/img223/4896/taurviengines.png)
(There is a third engine in the same place as the left-most engine in the picture but on the other side.)
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Hmm, Not sure if I should even bother trying to model in the primaries given the odd configuration. The engines could use a few details but again I'm going to be limited by space constraints there too. I've already rounded off the main engine based on the textures. Not sure what if anything else to put there to make it look more like an engine. The missile tubes already consume nearly as many polys as the whole model did before adding them so at this time I feel it would be a waste to add any more polys to them. As far as redoing the missiles to try to consume some of that wasted space I think there about as good as they can get. The angling of the missile bays makes it really difficult to properly space out each individual missile. The only way it could be done is if I changed the diameter of each individual missile tube as they progress down to the smaller side of the bay. As it stands now I had to use 3 different missile tube models adding more will make mapping and textures that much more complicated. I could put a few details there in place of missile tubes to make it look less like wasted space.
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And how about you NOT model teh missile tubes? :P
Honestly, I don't see whats the big need for it:
1. In freespace, except for a couple of ships, the missiles don't stick out, they are all internal.
2. Lots of polys wasted in a superfluous detail
But if you MUST model the holes, it might be worth a shot taking some artistic liberty, and modelling them more in line with shivan aesthetics, instead of having those tubes that just detract fromth e rest of the ship :)
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And how about you NOT model teh missile tubes? :P
Honestly, I don't see whats the big need for it:
1. In freespace, except for a couple of ships, the missiles don't stick out, they are all internal.
2. Lots of polys wasted in a superfluous detail
But if you MUST model the holes, it might be worth a shot taking some artistic liberty, and modelling them more in line with shivan aesthetics, instead of having those tubes that just detract fromth e rest of the ship :)
For all we know, Shivan missiles could have some crazy shapes attached to them and still work fine. It's the same way with their ships, so why not the missiles? It gives a lot of open ground to explore.
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My point exactly :P
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You might want to maintain compatibility with the mediavps shivan missiles.
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You might want to maintain compatibility with the mediavps shivan missiles.
Missile tubes have no effect as the missiles spawn in front of the ship.
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How about adding more firing points for secondary weapons? It'd be nice to see swarms of Shivan Hornets coming out from each and all of the tubes. :)
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;-)
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Why wouldn't those tubes be realistic?
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Yeah. The other thing they could be are holes in a grill, and although that'd "be pimpin", I'm sure most people here would prefer missile tubes.
However, Max has a point. No shivan bomber holds 26 bombs. Perhaps convert portions of it (especially those that the tubes don't fit will into) into missile racks for hornets?
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you sure? I'm not that into those missile tubes, but hey.. it's your model and I'm sure it's gonna end up being a fabulous bomber.
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I think, before anybody slings about whether or not the number of missile tubes is realistic, should take a damn hard look at the POF (Retail or MediaVP) 'n' sthu.
He's got the right number and about the right placement for the firing points.
Whether they be tubes or triangles is irrelevant and up to the modeler, as they are featureless red blobs in the original texture.
Carry on, BrotherBryon.
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You might want to maintain compatibility with the mediavps shivan missiles.
Missile tubes have no effect as the missiles spawn in front of the ship.
Design compatibility. As in, "oh, those missiles look like they would come from those ports".
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You are aware that the missiles don't have to fit perfectly in the "tubes" don't you? It's space
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Narvi, we had similar discussions when we were talking about the Hi-poly Ulysses. The game's missiles are too diverse in size to have any one-size-fits all tubes.
So, I say just go with the ones we have already. No one will notice unless they have monstrous high-def screens or are getting shredded for being inches away from the front of one of these.
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It's space
...is a lulz justification for
You are aware that the missiles don't have to fit perfectly in the "tubes" don't you?
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;-)
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Looking at the retail POF, the missile points do correspond to the glowing lights. I think it's safe to assume that they were intended to be...some form of missile-launching area.
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It's space
...is a lulz justification for
You are aware that the missiles don't have to fit perfectly in the "tubes" don't you?
Hehe I know, but really, missiles in space wouldn't need tubes at all. My point being, if it is gonna have "tubes", atleast make them look sexy and fit with the rest of the design
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I just want it to look cool, FreeSpace pisses in the face of physics anyway.
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Though the cutscene isn't reliable, I assumed that Shivans generate their missiles. Keeps the model simpler, too.
Oh, I agree with Raven on this statement:
My point being, if it is gonna have "tubes", atleast make them look sexy and fit with the rest of the design
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BrotherBryon, please do keep in mind that the retail Taurvi only had 24 missile 'pods'.
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Playing around with some triangular missile tubes. Although they are less like tubes and more like recessed firing points now. Saves a butt load of pollys too.
(http://img37.imageshack.us/img37/9558/bomber2s01pic7.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-15
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Much better.
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I can't tell whether it looks better or not, but I kinda think that you could do entirely without the tubes. The first page sample looked better than the rest to me. Of course, it's your choice. Actually, after thinking about it, it might actually look worse triangular.
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I can't tell whether it looks better or not, but I kinda think that you could do entirely without the tubes. The first page sample looked better than the rest to me. Of course, it's your choice. Actually, after thinking about it, it might actually look worse triangular.
I'm inclined to agree, actually...
Leave the textured dots as textured dots.
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Ehhh... I don't know.
Part of me thinks it's weird, and part of me thinks it fits the overall Shivan design style. I'm inclined towards the triangular tubes. Works better with the contours of the ship.
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How about semi-hexagonal... chop the tips off the triangles, but leave the existing sides longer than the choped ones.
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The problem with those is that they still don't fit the shivan aesthetics... :P
Take a look at the rest of the Taurvi: irregular forms, no perfect geometric shapes. Recessions and extrusions usually contour themselves to the surface that contains them.
right now you have a regular repetition of regular triangles, so it looks weird.
Try something along the lines of the attached image (warning: crappy, 2 minutes paint-over ensues :P)
[attachment has decomposed]
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Reminds me of the Nephilim. Good idea...
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How about this?
(http://img44.imageshack.us/img44/8036/bomber2s01pic8.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-16
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Sexier than before, by a good amount.
Could you try making the triangles bigger though? As it stands, it doesn't look like anything of size could fit through.
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I think they're good.
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mmmm yes.... this is taking shape :yes:
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WAAAAGH! What the heck happened?
No, I'm not an Ork
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i'm going to have to say no. smooth out the bit in front where you're adding the triangles bays.
at the moment, this looks like a subdivided base model pretty much.
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That's an idea, look at the smoothing on the Valk as opposed to the base model. Although I think that the Taurvi is meant to be spiky.
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Now we're talking. :)
Try chanfering out some of those triangle edges to break regularity even more
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That looks immediately like what I'd think defines 'Shivan'. Good!
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Me likey. :nod:
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:):yes:
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The triangular tubes are very cool, but I second the chamfering motion. I'd like to see what it generates.
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From what I understand, Shivans derive all of their ordinance from energy. Except for their torpedoes and shivan hornets. I like the mismatched tubes, but it does seem a bit too cluttered to me.
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From what I understand, Shivans derive all of their ordinance from energy. Except for their torpedoes and shivan hornets. I like the mismatched tubes, but it does seem a bit too cluttered to me.
What the heck are you basing that on? That single scene in the FS2 intro?
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;-)
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They do run out. If they survive that long.
It's just that enemy fighters die so fast they never expend all their missiles.
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Shaitans regularly run out of ordnance in FS1.
And in any case, I always thought of the effect that is used in the FS2 intro when the Manticore fires the missile just as a cool graphical effect, not as proof that the Shivans generate missiles out of energy.
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Except for Shaitans. They can carry two Unknown Bombs, or one Unknown Megabomb. The best defense against those buggers is to shoot down their warheads, then let them float around impotently.
EDIT: Fishguts beat me to it.
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;-)
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Better?
(http://img72.imageshack.us/img72/7889/bomber2s01pic9.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-25
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I like any of them, but that one has bigger and smaller bays, like it has an assortment of missile sizes. Looks good. (well the other one did too, but it stands out here)
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I think this is the best one so far.
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I think this is the best one so far.
Yessir, this is just getting better and better as we go, just as any good model should. :yes:
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:nod:
Thats the best so far - i like it a lot :yes:
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Sorry for the massive delay in progress as of late but between work and some projects I got going on around the house I just haven't had time lately. I've toyed around with the smoothing and rebuilt the missile tubes yet again. Thoughts?
(http://img376.imageshack.us/img376/4716/bomber2s01pic10.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-07-31
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Well now it looks quite better :yes:
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It looks better to me, too.
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"This is Fluffy. He is the destroyer of worlds."
It has that sort of look, which is pretty much exactly correct for a Taurvi...
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Those tubes are the best so far. :yes:
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Those tubes are the best so far. :yes:
:nod:
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Yeah. Good tubes.
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Right the tubes are set....
Engines next :yes:
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Looks good.
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You may consider raising the non-firing tube recessions out a bit to distinquish (if that's what's intended). Otherwise, it looks exactly like the Shivan gun styling as seen on the Basilisk, Manticore, etc. Easily the best tube styling thus far though. I really look forward to this when it's finished :D
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;-)
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I don't know if it even makes sense to call them tubes, especially since they are not circular anymore. How about cavities or missile mounts?
They're not missile mounts, they're a series of tubes. :p
...I'm so very sorry.
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Agreed, you should freeze the missile launchers exactly as they are now.
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I <3 those missile t00bs.
Also, can we get some more views? Or possibly a rotate-around animation?
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They're not missile mounts, they're a series of tubes. :p
They're not something you just dump something on. :p
Anyway, back on topic. Excellent model! I can't wait to see how this looks when it's finished...
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Ask and you shall receive. Having a hard time thinking about what else to do with the engines. Any suggestions or are they fine the way they are now?
(http://img199.imageshack.us/img199/7606/bomber2s013.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-08-04
(http://img199.imageshack.us/img199/9863/bomber2s014.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-08-04
(http://img199.imageshack.us/img199/1386/bomber2s012.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-08-04
(http://img199.imageshack.us/img199/7733/bomber2s01pic11.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-08-04
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I like how that center bit is ever so slightly curved. :yes:
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I just realized that it would look awesome flying the other way as well.
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I just realized that it would look awesome flying the other way as well.
:wtf:
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;-)
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Well yeah, going the other way wouldn't look like a Shivan bomber anymore, it'd look more like a larger capital ship. Probably not Shivan either.
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It is always funny and strange when a person replies with an emoticon and no comment. Is that really logical? It might be considered spam or a childish comeback to some. You are also not explaining why you think it is wtf.
:lol:
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(http://img199.imageshack.us/img199/9863/bomber2s014.jpg)
Do something about those center spikes; they're curved, which is beautiful, but the insets are not, which is ugly. Make them match the curve of their parent, please.
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It is always funny and strange when a person replies with an emoticon and no comment. Is that really logical? It might be considered spam or a childish comeback to some. You are also not explaining why you think it is wtf.
It would be cool if it flew the other way around if it wasn't FS and it was a Gradius game. It does look a lot like a Gradius boss ship if turned the other way. Destroy the core.
:p
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;-)
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your model is sweet Aardwolf, it's getting so much better than the first time, keep going I wan't to see this textured :D
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Errrm, it's BrotherBryon's. ;)
But yeah it's looking very cool (though I agree with Galemps suggestion).
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oh sh**.... my bad , Brother's model alright... still great work ^^
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Aardwolf was doing the ST Azrael.
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Which hasn't been updated for a while.
Nor the Basilisk.
I think the Nephilim was being upgraded too but nothing's been going on with that either.
What else...
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Yes, my model is sweet.
:nervous:
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Do something about those center spikes; they're curved, which is beautiful, but the insets are not, which is ugly. Make them match the curve of their parent, please.
Fixed, any other suggestions. I've been thinking of curving the top rear arm as well but I'm bulking at how much of a pain in the butt that would be.
Which hasn't been updated for a while.
Nor the Basilisk.
I think the Nephilim was being upgraded too but nothing's been going on with that either.
What else...
I've run into a few snags that I need to learn how to fix in blender before more progress can be made on the Basilisk. On the plus side I figured out how to do smoothing. Check out my desktop pic in the wallpaper thread for a peak of how it stands now.
Yes, my model is sweet.
:nervous:
Yes indeed it is.
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I've run into a few snags that I need to learn how to fix in blender before more progress can be made on the Basilisk. On the plus side I figured out how to do smoothing. Check out my desktop pic in the wallpaper thread for a peak of how it stands now.
Very nice.
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This is looking really great. Keep it up, BroByron!
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Bryon, you are really the master. I always love how you stay high-poly yet close to the original.
awesomesauce
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(http://a.imageshack.us/img828/1274/bomber2s01pic12.jpg) (http://img828.imageshack.us/i/bomber2s01pic12.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://a.imageshack.us/img38/2685/bomber2s01pic13.jpg) (http://img38.imageshack.us/i/bomber2s01pic13.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I've imported the model into Blender, fixed all the mesh problems I could find, and reapplied smoothing. I've attached a zip file containing the model in blender, .3ds and dae formats. Again I'm not sure how well the Blender exporter works for .3ds and dae formats so please use at your own discretion. Please let me if you find any problems with the mesh so I can make any corrections needed. Thank you and enjoy.
I may attempt to UV map it once I've become more proficient at it if some one else hasn't already done so.
[attachment deleted by ninja]
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Someone get this man a medal.
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Superb!
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\o/ IT LIVES!
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Holy awesome model revival, Batman! :yes:
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Someone get this man a medal.
That, and an FSU badge.
:D
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Please UV map it. :)
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If there will be UV map i could texture it ;7
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There already IS a UV Map and texture. Use the layout on the existing texture. :rolleyes:
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If there will be UV map i could texture it ;7
I'll give it a try and see how far I can get.
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OK, I've gotten most of the pieces unwrapped with exception of the missile tubes. Not really sure how to approach those just yet. I was wondering if any of the more experienced Blender UV mappers would be willing to take a look at what I've gotten done so far and let me know whether or not I'm on the right course. As long as it has taken to get this far I would hate to take it much farther only to have to start over if I went about this horridly wrong. Any tips or constructive criticism is welcome. WIP UV model is attached.
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Sorry for the double post but I've finished completely unwrapping the thing and laying it all out. Though I'm not really happy with how I had to unwrap the missile tubes but it was the only way I could find that wouldn't get all stretched out. Never done much of this before so any advice as to how to improve the lay out and or unwrapping process would be appreciated. If everyone is fine with it I believe all that would be left is to export the UV face layout to .tga or what ever else is needed for some one to texture this thing with.
(http://a.imageshack.us/img337/3216/bomber2s01uv.jpg) (http://img337.imageshack.us/i/bomber2s01uv.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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First of all, create a texture with grid ( something like this http://www.g-3d.com/images/textureGrid_1k.jpg) ans see how it covers model with uv mpap you've create. Most important thing here is create a uv map in which the various elements of the model (eg wings) will be one part, without any gaps between parts of those elements.
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Also note that its okay to have a little stretch. If you haven't found it yet, in the UV editor you can go to View->View Properties->Click 'UV Stretch' and it will show you how much distortion is present. Dark blue = no distortion, Red = Highly distorted.
C914 UV'ed the Cain and it is one of the best texture jobs I've seen, yet its UV has plenty of green areas (somewhat stretched) areas in the UV view. Same with the Hatty.
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So I'm taking that it's better to have less islands even if it some what streches the texture and to keep things in bigger continueous pieces. I've been going about this wrong way and will need to start over. On the plus side I now know exactly where those few remaining mesh errors are so I can take care of them before hand unless blender some how has a way of clearing all the unwrapped islands and seams. Surprisingly UVing is good way of finding extra faces and segmented edges. So if I am reading all this right I don't want to break all the recesses into seperate islands but keep them all part of the same island and maybe tweak the vertices of the UV map once they are unwrapped to try to minimize larger stretching.
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So I'm taking that it's better to have less islands even if it some what streches the texture and to keep things in bigger continueous pieces.
It kind of depends really. I think that in this case, you could try UVing it over the original texture (so yeah recesses and etc would have stretches)
On other cases, you might find that you don't want stretching on certain parts (and thus, you'll have to have more UV islands), or that stretching could be helpful for certain texture effects.
With experience you'll be able to identify the cases easily :)
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Indeed, with the lack of texturers in the community, it does make sense to use an existing map, even though that has all kinds of limitations...
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Better? Tweaking the UV for the missile tubes has been a real chore and I'm still not all that happy with them but it's getting about as close as I think I can make them. I did have to use a few more islands than the original texture due to overlap, just no escaping it. Let me know what you all think.
(http://a.imageshack.us/img33/926/bomber2s01uv2.jpg) (http://img33.imageshack.us/i/bomber2s01uv2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
[attachment deleted by ninja]
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Looks good as far as I can tell. I'd have to check it with the textures though.
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Greetings from the Inferno Team. As some of you may know, we are currently updating our assets, including transformation of non-HTL models into HTL models and upgrading textures to support bigger resolutions. Some time ago we inherited the HTL Taurvi map and have been playing around with it. Although we have not modified the original shape of the HTL model, we have cleaned up its geometry. This list exhaustively documents our actions:
1. Fused all separate model parts into one whole
2. Fixed bad geometry and plugged up holes in the model
3. Removed redundant vertices.
4. Reduced redundant polygons in certain areas.
This is our result, which is not dissimilar to what the author originally created it to be:
(http://img340.imageshack.us/img340/4159/taurvipers.png)
We would like to seek permission from the author to continue working on this model, UVmapping it and making new textures for it. We will then compile it and send it as an offering to the Community. Please kindly grant us permission to proceed.
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Looks good.
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:wtf:
why do you need permission?
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:wtf:
why do you need permission?
I guess they want BrotherByron's permission? I don't know though, just guessing.
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I think it might be also because of this:
NOTE: Due to the relatively common occurrence of two people unknowingly working on the same ship, we request that rather than keep it as a surprise, an announcement thread of some sort be made ASAP. This is ESPECIALLY encouraged for ships of corvette or above scales due to the huge amount of work involved in their construction. This is not intended to discourage anyone from upgrading whichever ship they please (though ships that do not already have upgraded versions are most definitely preferred!), but merely to try and reduce accidental doubling up.
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By all means go ahead. I am curious though the blender file should have already been pretty clean. I spent a good deal of time ensuring that and unless there were problems converting to another program you shouldn't have to do anything save map, texture, lods, and port. I wonder if you all got the original sketch-up mesh before I converted it to blender and fixed it.
Edit: Attached Blender file
[attachment deleted by ninja]
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:wtf:
why do you need permission?
You always need permission, perhaps even if you technically don't. It is common courtesy and proper integrity to obtain permission to work on someone else's material if you have the intent of releasing it. I have always obtained permission from the respective author of the craft in question to work on developing a new asset from that work whenever possible. That said, it can be a bit harder to do that with V's original models or some of the MediaVP assets, but again, if you can ask, you should.
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Thank you for your permission. FSU can expect something from the INFTeam in about a week.
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We are currently UVmapping this model but can also texture it for the Community as well. However, if someone else wants the texturing job, then please let us know immediately. If not, then we will texture the Taurvi in our style (see Inferno Eyecandy thread for more details).
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When did Inferno get so separate? :nervous:
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I think it would be preferred for Community/MediaVPs usage if it's mapped in typical FS-Shivan style. You'll have to pardon me if that's not a distinctive difference, I'm not familiar with Inferno.
It doesn't have to recycle the Retail map, but it should maintain as close an appearance of that while still indicating somehow that there is definitely a model behind the texture.
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Acknowledged; we will do our best to model after the original Taurvi. After texturing, we will submit a PSP file with all layers intact for the Community to modify at leisure.
Inferno has been a standalone FS2 project for many years now and have indeed deviated somewhat (not by much) from the pattern of development taken by some of the other projects hosted by the Community.
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This is our early texturing attempt. We are trying our best to keep the style from the original FS2 textures but are taking certain artistic liberties as well.
(http://img441.imageshack.us/img441/5797/taurvipers1.png)
(http://img11.imageshack.us/img11/6171/taurvipers2.png)
(http://img248.imageshack.us/img248/7057/taurvipers3.png)
Please critique.
INFTeam
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I think it's looking good so far.
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This is our early texturing attempt. We are trying our best to keep the style from the original FS2 textures but are taking certain artistic liberties as well.
(http://img11.imageshack.us/img11/6171/taurvipers2.png)
Please critique.
INFTeam
Those all look good. On this shot in particular though, I could see there being some red in the recessed area on the back of the wing.
Is there a chance for a straight on bottom and top shot as well?
Otherwise, as stated, those look good. You can definitely tell that you've paid attention to the areas of the model for the detailing of the texture.
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There are a lot of parts, particularly the bottom front in the first shot and the back of the side wings in the second that could use some more detail, also agreed with Zacam.
Otherwise, fine work.
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In truth, though more detail might not hurt, it isn't necessary. Having 5k polies per ship often isn't necessary, and maxing out at 4k is really all you need (if that). You don't in most cases need two million polygons to do the job that two thousand can do just as well. And despite the fact that there have been claims that the poly count / vertex count is not so important in relation to processing, there's definately a limit sooner or later. The less your computer has to do, the better your program shoul ideally run. Having a streamlined, efficient FSO with great looking ships does not mean that it's essential to bring everyone's systems to a crawl.
The placement of model elements is what counts, not the number. I think you're hitting the target dead-on here. :)
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Sorry, I meant that the texture needed more detail in those parts.
The thing is though, it's better to make a model for two years into the future than for now, since it won't need upgrading as soon, however it's not such a bit deal.
EDIT: Sorry, didn't mean it that way.
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Attached herein is a render of the Taurvi in POF format using a simple unfixed diffuse map and corresponding glow map. Please critique.
I have sent the Taurvi (all LODs and debris chunks) to the rest of the Inferno Team for compilation, so FSU can expect a completed version in a day or so.
[attachment deleted by ninja]
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Holy....
I was going to say that I thought it would still need more Red. But then I loaded the two (this one nad the MediaVPs one) side by side, and I have to say...
Perfect. It may have less red to it, but it's so crisp and clean by compare that I honestly don't care! ANd the UV is laid out well enough that if any minds change, it'll be easy to implement any changes.
Speaking of UV, I notice the map has a lot of area in the bottom (especially the right) that is essentially empty. Maybe filling in or UV-ing some damage like looking stuff there will help make that space more efficient.
I like the look of the smoothing as well. I actually at first (in PCS2) thought it wasn't smoothed, then I realized, "D'uh, angled panels!" at which point I wasted 20 minutes or so just spinning the damn thing. :D
I like it, I like the work and I would like to thank the Inferno Team for the lovely work.
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I donno, it looks to me that the smoothing could stand to be improved.
Its got some weird lighting in bits.
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(http://i1135.photobucket.com/albums/m634/Zacam/WIPs/Tauvri-Wip01.png)
(http://i1135.photobucket.com/albums/m634/Zacam/WIPs/Tauvri-Wip02.png)
(http://i1135.photobucket.com/albums/m634/Zacam/WIPs/Tauvri-Wip03.png)
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Phew. Hot stuff. Animated glowmaps?
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Not at this current moment. Once we are sure that all the texturing is finalized, then there will be.
I wonder if I could convince Flaming Sword to do them, he did an excellent job on the Rahu...
The above was a quick throw together.
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Rahu?... when?... how?
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Wow that is looking pretty bad ass
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Looks even more mega awesome with the smoothing fixed version I just finished. Though some of the lower LODs have some interesting bisections. And a lot of doubles to clean up. Still, very well done.
I also had to re-do the normal map from what you see above too, the second version is MUCH nicer. (the initial back-ground that I set the vector lines to was too bright and caused the normal lines to be too sharp. They are still a little too thick IMO, but you only notice when looking at it without the rest of the textures.)
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Could we get shots of the results please?
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something I always thought would look cool on this ship would be it the spikes were pointed more outward (like 45 degrees) but had an afterburner triggered animation were they pulled to there 'normal' position.
just throwing that out there.
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Umm way beyond what I know how to do and a little too late now any way. Not saying someone else can't do it if they were so inclined though.
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Are we going to see a release anytime soon?
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Never!..... WOOOWAAAAHAAAHHAAAHAAA
More seriously due to the number of hands involved in finishing this and many of the other Shivan assets it will most likely be available with either the next MediaVP's or Inferno campaign release, which ever comes first.