Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: BrotherBryon on June 04, 2009, 09:12:28 pm

Title: SB Taurvi WIP
Post by: BrotherBryon on June 04, 2009, 09:12:28 pm
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?
Title: Re: SB Taurvi WIP
Post by: Commander Zane on June 04, 2009, 09:17:53 pm
Damn.
That's all I have to say.
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 04, 2009, 09:20:28 pm
:yes:
Nice Taurvi looks nice.
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 04, 2009, 09:27:10 pm
Sexy.
Title: Re: SB Taurvi WIP
Post by: Rodo on June 04, 2009, 10:27:56 pm
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.
Title: Re: SB Taurvi WIP
Post by: Aardwolf on June 04, 2009, 10:44:11 pm
Make sure to leave places for the engines :D
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 04, 2009, 11:58:34 pm
The things on the back fins remind me of the things on the High-Poly Ravana. I like it.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 05, 2009, 03:15:45 am
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 :)
Title: Re: SB Taurvi WIP
Post by: Galemp on June 05, 2009, 11:35:54 am
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.
Title: Re: SB Taurvi WIP
Post by: Retsof on June 05, 2009, 05:14:47 pm
You are amazing... that's all I have to say...
Title: Re: SB Taurvi WIP
Post by: Narvi on June 06, 2009, 02:16:23 am
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.
Title: Re: SB Taurvi WIP
Post by: GT-Keravnos on June 06, 2009, 07:45:13 am
Great job there. Another one down for the count.
Title: Re: SB Taurvi WIP
Post by: Black Wolf on June 06, 2009, 10:34:34 am
Oh! Very nice. Simple yet cool.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 07, 2009, 01:10:28 pm
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.
Title: Re: SB Taurvi WIP
Post by: Snail on June 07, 2009, 01:11:27 pm
It'll be interesting to see how you handle the missile banks.
Title: Re: SB Taurvi WIP
Post by: Aardwolf on June 07, 2009, 07:57:00 pm
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)
Title: Re: SB Taurvi WIP
Post by: Rodo on June 07, 2009, 09:14:36 pm
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.
Title: Re: SB Taurvi WIP
Post by: Ziame on June 08, 2009, 02:30:18 am
Spikey shivans ftw

Gr8 model dude
Title: Re: SB Taurvi WIP
Post by: Snail on June 08, 2009, 12:38:55 pm
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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 09, 2009, 11:00:41 pm
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.
Title: Re: SB Taurvi WIP
Post by: Sushi on June 09, 2009, 11:05:36 pm
#2 definitely. #1 is just too many IMO. :)
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 09, 2009, 11:56:11 pm
Yeah #2 looks a lot better.
Title: Re: SB Taurvi WIP
Post by: Zacam on June 10, 2009, 03:16:50 am
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?
Title: Re: SB Taurvi WIP
Post by: -Norbert- on June 10, 2009, 03:31:42 am
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?
Title: Re: SB Taurvi WIP
Post by: ssmit132 on June 10, 2009, 04:34:24 am
I know that one primary is on the end of the two spikes that meet at the front.
Title: Re: SB Taurvi WIP
Post by: Rodo on June 10, 2009, 06:35:04 am
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?
Title: Re: SB Taurvi WIP
Post by: Kolgena on June 10, 2009, 10:36:35 am
#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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 10, 2009, 06:57:30 pm
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.
Title: Re: SB Taurvi WIP
Post by: Galemp on June 10, 2009, 07:29:51 pm
I'd advise opening the POF in ModelView and seeing where the weapon firing points and thruster glows are.
Title: Re: SB Taurvi WIP
Post by: High Max on June 10, 2009, 09:51:51 pm
|
Title: Re: SB Taurvi WIP
Post by: Narvi on June 10, 2009, 11:31:16 pm
There seems to be a lot of wasted space now; you might want to resize or rearrange the holes again.
Title: Re: SB Taurvi WIP
Post by: GT-Keravnos on June 11, 2009, 01:33:24 am
Can't wait to shoot those things.
Best of luck there!  :yes:
Title: Re: SB Taurvi WIP
Post by: ssmit132 on June 11, 2009, 01:39:18 am
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.)
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 11, 2009, 05:16:59 pm
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.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 12, 2009, 03:41:39 am
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 :)
Title: Re: SB Taurvi WIP
Post by: FoxtrotTango on June 12, 2009, 10:27:00 am
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.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 12, 2009, 11:16:55 am
My point exactly :P
Title: Re: SB Taurvi WIP
Post by: Narvi on June 12, 2009, 01:37:09 pm
You might want to maintain compatibility with the mediavps shivan missiles.
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 12, 2009, 02:10:41 pm
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.
Title: Re: SB Taurvi WIP
Post by: Mobius on June 12, 2009, 02:15:50 pm
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. :)
Title: Re: SB Taurvi WIP
Post by: High Max on June 12, 2009, 05:32:12 pm
;-)
Title: Re: SB Taurvi WIP
Post by: Mobius on June 12, 2009, 05:38:29 pm
Why wouldn't those tubes be realistic?
Title: Re: SB Taurvi WIP
Post by: Kolgena on June 12, 2009, 06:10:17 pm
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?
Title: Re: SB Taurvi WIP
Post by: Rodo on June 12, 2009, 07:06:08 pm
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.

Title: Re: SB Taurvi WIP
Post by: Zacam on June 12, 2009, 08:37:07 pm
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.
Title: Re: SB Taurvi WIP
Post by: Narvi on June 12, 2009, 10:53:43 pm
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".
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 13, 2009, 06:09:44 am
You are aware that the missiles don't have to fit perfectly in the "tubes" don't you? It's space
Title: Re: SB Taurvi WIP
Post by: Kolgena on June 13, 2009, 10:50:46 am
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.
Title: Re: SB Taurvi WIP
Post by: Aardwolf on June 13, 2009, 07:39:51 pm
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?
Title: Re: SB Taurvi WIP
Post by: High Max on June 13, 2009, 10:50:45 pm
;-)
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 13, 2009, 11:42:59 pm
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.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 14, 2009, 11:53:46 am
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
Title: Re: SB Taurvi WIP
Post by: Snail on June 14, 2009, 12:10:15 pm
I just want it to look cool, FreeSpace pisses in the face of physics anyway.
Title: Re: SB Taurvi WIP
Post by: SypheDMar on June 14, 2009, 03:07:48 pm
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:

Quote
My point being, if it is gonna have "tubes", atleast make them look sexy and fit with the rest of the design
Title: Re: SB Taurvi WIP
Post by: Hades on June 14, 2009, 07:10:29 pm
BrotherBryon, please do keep in mind that the retail Taurvi only had 24 missile 'pods'.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 15, 2009, 08:51:12 pm
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
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 15, 2009, 08:58:42 pm
Much better.
Title: Re: SB Taurvi WIP
Post by: SypheDMar on June 15, 2009, 09:10:09 pm
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.
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 15, 2009, 09:11:41 pm
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.
Title: Re: SB Taurvi WIP
Post by: Rhymes on June 15, 2009, 10:01:18 pm
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.
Title: Re: SB Taurvi WIP
Post by: Trivial Psychic on June 15, 2009, 11:51:55 pm
How about semi-hexagonal... chop the tips off the triangles, but leave the existing sides longer than the choped ones.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 16, 2009, 05:34:09 am
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]
Title: Re: SB Taurvi WIP
Post by: Snail on June 16, 2009, 12:51:16 pm
Reminds me of the Nephilim. Good idea...
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 16, 2009, 06:17:38 pm
How about this?

(http://img44.imageshack.us/img44/8036/bomber2s01pic8.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-16
Title: Re: SB Taurvi WIP
Post by: Kolgena on June 16, 2009, 06:34:17 pm
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.
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 16, 2009, 06:37:09 pm
I think they're good.
Title: Re: SB Taurvi WIP
Post by: Rodo on June 16, 2009, 06:37:46 pm
mmmm yes.... this is taking shape  :yes:
Title: Re: SB Taurvi WIP
Post by: Aardwolf on June 16, 2009, 11:21:41 pm
WAAAAGH! What the heck happened?

No, I'm not an Ork
Title: Re: SB Taurvi WIP
Post by: pecenipicek on June 17, 2009, 05:22:37 am
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.
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 17, 2009, 06:48:13 am
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.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on June 17, 2009, 08:34:59 am
Now we're talking. :)

Try chanfering out some of those triangle edges to break regularity even more
Title: Re: SB Taurvi WIP
Post by: Sarge126 on June 17, 2009, 09:14:43 pm
That looks immediately like what I'd think defines 'Shivan'. Good!
Title: Re: SB Taurvi WIP
Post by: Rhymes on June 17, 2009, 09:46:27 pm
Me likey.  :nod:
Title: Re: SB Taurvi WIP
Post by: FreeSpaceFreak on June 18, 2009, 01:09:29 am
:):yes:
Title: Re: SB Taurvi WIP
Post by: Galemp on June 18, 2009, 06:27:22 pm
The triangular tubes are very cool, but I second the chamfering motion. I'd like to see what it generates.
Title: Re: SB Taurvi WIP
Post by: azile0 on June 18, 2009, 11:24:37 pm
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.
Title: Re: SB Taurvi WIP
Post by: Aardwolf on June 21, 2009, 02:29:06 am
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?
Title: Re: SB Taurvi WIP
Post by: High Max on June 22, 2009, 12:08:42 am
;-)
Title: Re: SB Taurvi WIP
Post by: Droid803 on June 22, 2009, 12:11:24 am
They do run out. If they survive that long.
It's just that enemy fighters die so fast they never expend all their missiles.
Title: Re: SB Taurvi WIP
Post by: Col. Fishguts on June 22, 2009, 03:56:37 am
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.
Title: Re: SB Taurvi WIP
Post by: Galemp on June 22, 2009, 04:08:01 am
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.
Title: Re: SB Taurvi WIP
Post by: High Max on June 22, 2009, 01:39:27 pm
;-)
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on June 25, 2009, 06:52:27 pm
Better?

(http://img72.imageshack.us/img72/7889/bomber2s01pic9.jpg)
By brotherbryon (http://profile.imageshack.us/user/brotherbryon) at 2009-06-25
Title: Re: SB Taurvi WIP
Post by: colecampbell666 on June 25, 2009, 08:08:55 pm
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)
Title: Re: SB Taurvi WIP
Post by: SypheDMar on June 25, 2009, 10:58:50 pm
I think this is the best one so far.
Title: Re: SB Taurvi WIP
Post by: Sarge126 on June 26, 2009, 06:03:55 am
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:
Title: Re: SB Taurvi WIP
Post by: NathanP on June 27, 2009, 07:41:57 am
 :nod:

Thats the best so far - i like it a lot :yes:
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on July 31, 2009, 09:07:31 pm
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
Title: Re: SB Taurvi WIP
Post by: Rodo on July 31, 2009, 09:13:46 pm
Well now it looks quite better :yes:
Title: Re: SB Taurvi WIP
Post by: SypheDMar on July 31, 2009, 09:33:56 pm
It looks better to me, too.
Title: Re: SB Taurvi WIP
Post by: NGTM-1R on July 31, 2009, 09:36:17 pm
"This is Fluffy. He is the destroyer of worlds."

It has that sort of look, which is pretty much exactly correct for a Taurvi...
Title: Re: SB Taurvi WIP
Post by: xXGrifterXx on July 31, 2009, 09:37:34 pm
Those tubes are the best so far.  :yes:
Title: Re: SB Taurvi WIP
Post by: ssmit132 on August 01, 2009, 12:23:00 am
Those tubes are the best so far.  :yes:
:nod:
Title: Re: SB Taurvi WIP
Post by: Droid803 on August 01, 2009, 01:32:10 am
Yeah. Good tubes.
Title: Re: SB Taurvi WIP
Post by: Colonol Dekker on August 01, 2009, 03:43:32 am
Right the tubes are set....

Engines next :yes:
Title: Re: SB Taurvi WIP
Post by: Commander Zane on August 01, 2009, 07:41:54 am
Looks good.
Title: Re: SB Taurvi WIP
Post by: Kolgena on August 01, 2009, 10:39:15 am
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
Title: Re: SB Taurvi WIP
Post by: High Max on August 01, 2009, 12:48:01 pm
;-)
Title: Re: SB Taurvi WIP
Post by: Mongoose on August 01, 2009, 04:00:02 pm
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.
Title: Re: SB Taurvi WIP
Post by: Galemp on August 01, 2009, 06:44:48 pm
Agreed, you should freeze the missile launchers exactly as they are now.
Title: Re: SB Taurvi WIP
Post by: Aardwolf on August 01, 2009, 09:11:22 pm
I <3 those missile t00bs.

Also, can we get some more views? Or possibly a rotate-around animation?
Title: Re: SB Taurvi WIP
Post by: Mad Bomber on August 02, 2009, 08:11:24 pm
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...
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 07, 2009, 08:36:27 am
Quote from: Aardwolf link=topic=63626.msg1277819#msg1277819 date=124917908
Also, can we get some more views? Or possibly a rotate-around animation?
[/quote

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
Title: Re: SB Taurvi WIP
Post by: Snail on August 07, 2009, 08:37:32 am
I like how that center bit is ever so slightly curved. :yes:
Title: Re: SB Taurvi WIP
Post by: Droid803 on August 07, 2009, 03:37:30 pm
I just realized that it would look awesome flying the other way as well.
Title: Re: SB Taurvi WIP
Post by: Snail on August 07, 2009, 04:41:43 pm
I just realized that it would look awesome flying the other way as well.
:wtf:
Title: Re: SB Taurvi WIP
Post by: High Max on August 07, 2009, 04:52:33 pm
;-)
Title: Re: SB Taurvi WIP
Post by: Droid803 on August 07, 2009, 05:14:42 pm
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.
Title: Re: SB Taurvi WIP
Post by: Snail on August 07, 2009, 05:33:44 pm
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:
Title: Re: SB Taurvi WIP
Post by: Galemp on August 07, 2009, 05:45:13 pm
(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.
Title: Re: SB Taurvi WIP
Post by: redsniper on August 07, 2009, 10:47:53 pm
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
Title: Re: SB Taurvi WIP
Post by: High Max on August 08, 2009, 01:06:20 am
;-)
Title: Re: SB Taurvi WIP
Post by: Rodo on August 08, 2009, 10:30:44 am
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
Title: Re: SB Taurvi WIP
Post by: Vasudan Admiral on August 08, 2009, 10:52:27 am
Errrm, it's BrotherBryon's. ;)

But yeah it's looking very cool (though I agree with Galemps suggestion).
Title: Re: SB Taurvi WIP
Post by: Rodo on August 08, 2009, 01:22:41 pm
oh sh**.... my bad , Brother's model alright... still great work ^^
Title: Re: SB Taurvi WIP
Post by: Droid803 on August 08, 2009, 02:18:28 pm
Aardwolf was doing the ST Azrael.
Title: Re: SB Taurvi WIP
Post by: Commander Zane on August 08, 2009, 03:16:09 pm
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...
Title: Re: SB Taurvi WIP
Post by: Aardwolf on August 08, 2009, 04:17:30 pm
Yes, my model is sweet.

 :nervous:
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 08, 2009, 09:21:39 pm
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.
Title: Re: SB Taurvi WIP
Post by: Commander Zane on August 08, 2009, 10:51:24 pm

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.
Title: Re: SB Taurvi WIP
Post by: Ulala on August 29, 2009, 04:31:24 pm
This is looking really great. Keep it up, BroByron!
Title: Re: SB Taurvi WIP
Post by: Ziame on August 30, 2009, 03:39:00 am
Bryon, you are really the master. I always love how you stay high-poly yet close to the original.


awesomesauce
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on July 29, 2010, 09:39:12 am
(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]
Title: Re: SB Taurvi WIP
Post by: Snail on July 29, 2010, 09:46:20 am
Someone get this man a medal.
Title: Re: SB Taurvi WIP
Post by: Commander Zane on July 29, 2010, 11:00:37 am
Superb!
Title: Re: SB Taurvi WIP
Post by: Droid803 on July 29, 2010, 12:10:41 pm
\o/ IT LIVES!
Title: Re: SB Taurvi WIP
Post by: Mongoose on July 29, 2010, 01:24:55 pm
Holy awesome model revival, Batman! :yes:
Title: Re: SB Taurvi WIP
Post by: Thaeris on July 29, 2010, 02:38:47 pm
Someone get this man a medal.

That, and an FSU badge.

:D
Title: Re: SB Taurvi WIP
Post by: Mobius on August 01, 2010, 05:09:58 pm
Please UV map it. :)
Title: Re: SB Taurvi WIP
Post by: c914 on August 05, 2010, 06:15:02 am
If there will be UV map i could texture it  ;7
Title: Re: SB Taurvi WIP
Post by: Galemp on August 05, 2010, 08:59:33 am
There already IS a UV Map and texture. Use the layout on the existing texture. :rolleyes:
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 05, 2010, 11:24:58 am
If there will be UV map i could texture it  ;7

I'll give it a try and see how far I can get.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 10, 2010, 10:50:01 pm
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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 12, 2010, 11:45:27 pm
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)
Title: Re: SB Taurvi WIP
Post by: c914 on August 13, 2010, 02:54:26 am
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.
Title: Re: SB Taurvi WIP
Post by: Rga_Noris on August 13, 2010, 09:36:25 am
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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 13, 2010, 12:42:47 pm
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.
Title: Re: SB Taurvi WIP
Post by: Raven2001 on August 13, 2010, 02:48:20 pm
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 :)
Title: Re: SB Taurvi WIP
Post by: FreeSpaceFreak on August 13, 2010, 02:51:54 pm
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...
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on August 19, 2010, 10:00:41 pm
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]
Title: Re: SB Taurvi WIP
Post by: Raven2001 on August 20, 2010, 08:23:21 am
Looks good as far as I can tell. I'd have to check it with the textures though.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 12, 2011, 11:47:40 pm
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.
Title: Re: SB Taurvi WIP
Post by: Commander Zane on January 12, 2011, 11:51:38 pm
Looks good.
Title: Re: SB Taurvi WIP
Post by: mjn.mixael on January 12, 2011, 11:57:14 pm
 :wtf:

why do you need permission?
Title: Re: SB Taurvi WIP
Post by: Ravenholme on January 13, 2011, 08:44:06 am
:wtf:

why do you need permission?

I guess they want BrotherByron's permission? I don't know though, just guessing.
Title: Re: SB Taurvi WIP
Post by: Rodo on January 13, 2011, 09:07:40 am
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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on January 13, 2011, 10:18:04 am
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]
Title: Re: SB Taurvi WIP
Post by: Thaeris on January 13, 2011, 11:32:00 am
: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.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 13, 2011, 11:54:23 am
Thank you for your permission.  FSU can expect something from the INFTeam in about a week.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 15, 2011, 03:29:40 pm
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).
Title: Re: SB Taurvi WIP
Post by: Mars on January 15, 2011, 03:32:07 pm
When did Inferno get so separate?  :nervous:
Title: Re: SB Taurvi WIP
Post by: Zacam on January 15, 2011, 03:32:44 pm

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.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 15, 2011, 03:43:26 pm
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.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 17, 2011, 01:33:05 pm
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
Title: Re: SB Taurvi WIP
Post by: Commander Zane on January 17, 2011, 02:02:35 pm
I think it's looking good so far.
Title: Re: SB Taurvi WIP
Post by: Zacam on January 17, 2011, 03:44:02 pm
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.
Title: Re: SB Taurvi WIP
Post by: Hades on January 18, 2011, 03:44:53 am
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.
Title: Re: SB Taurvi WIP
Post by: Thaeris on January 18, 2011, 11:11:11 am
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. :)
Title: Re: SB Taurvi WIP
Post by: Hades on January 18, 2011, 11:12:40 am
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.
Title: Re: SB Taurvi WIP
Post by: Rampage on January 18, 2011, 11:51:53 am
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]
Title: Re: SB Taurvi WIP
Post by: Zacam on January 18, 2011, 01:03:11 pm

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.
Title: Re: SB Taurvi WIP
Post by: Droid803 on January 18, 2011, 03:39:21 pm
I donno, it looks to me that the smoothing could stand to be improved.
Its got some weird lighting in bits.
Title: Re: SB Taurvi WIP
Post by: Zacam on January 18, 2011, 07:14:48 pm
(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)
Title: Re: SB Taurvi WIP
Post by: Kolgena on January 18, 2011, 07:21:22 pm
Phew. Hot stuff. Animated glowmaps?
Title: Re: SB Taurvi WIP
Post by: Zacam on January 18, 2011, 07:25:07 pm
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.
Title: Re: SB Taurvi WIP
Post by: Rodo on January 18, 2011, 08:36:28 pm
Rahu?... when?... how?
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on January 18, 2011, 11:03:08 pm
Wow that is looking pretty bad ass
Title: Re: SB Taurvi WIP
Post by: Zacam on January 18, 2011, 11:08:28 pm

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.)
Title: Re: SB Taurvi WIP
Post by: Kolgena on January 19, 2011, 12:05:30 am
Could we get shots of the results please?
Title: Re: SB Taurvi WIP
Post by: Bobboau on February 16, 2011, 12:27:10 pm
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.
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on February 18, 2011, 11:55:17 am
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.
Title: Re: SB Taurvi WIP
Post by: Kodachi on November 17, 2013, 04:54:30 am
Are we going to see a release anytime soon?
Title: Re: SB Taurvi WIP
Post by: BrotherBryon on November 19, 2013, 07:07:29 pm
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.