Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: peterv on July 07, 2009, 10:30:36 pm
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Question: I added a part of the originall texture that's not UVmapped in the retail model where the missile bays are supposed to be.
Do i proceed with this?
(http://img194.imageshack.us/img194/3408/tht.jpg)
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Do i proceed with this?
:eek:
YES!
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And yes, i know that you can see no differences. Neither do i. So here's a prove that i am actually HTLing this. :lol:
Actually you can, or at least I can.
The gun details are purely extranous, IMO, and you should probably try to match the tail a little closer to the other model...
Also, fighter with a forehead looks weird. Not wrong, mind you, just...weird. :P
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Looks gorgeous. I love the topside greebling, and when combined with DaB's lovely Thoth normal map it should be very impressive indeed. :D
However, I would like to suggest that you try some more things at the back - as that's the main area that makes the second pic nessecary. ;)
The blockyness of that engine bank thing shows up very strongly, as does the relative low detail of the tail fin - and unfortunately those are some of the main features your eye is drawn to on this model. I'd suggest therefore that you smooth the fin out some more (I think making it curvey in a way that matches the curves elsewhere on the hull would be great), make it a bit thinner height wise, and then just.... do something cool with the engine block so you can tell at a glance if it's the high or low detail version.
Well done though. :)
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I like it, and incidentally, I also like the gun detail. Sure, it's tiny detail, but visible enough, and in a part of the model where small detail makes a certain amount of logical sense. Proper shine maps will make it look particularly good.
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I love your job, mate :pimp: Absolutely cool. Now only normal map should be put on that sexy beast, good texture and perfect HTL model's done ;) :D
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You never cease to amaze.
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At least those are standards set by Earth Defense member, Snail :D
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I don't suppose you're gonna try to add any cockpit modeling.
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I don't suppose you're gonna try to add any cockpit modeling.
Hard to resist, why?
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He's just saying that because no one's tried it before, except Aldo. If you want a guide for your Vasudan cockpit to ensure consistency, use this:
http://www.freespacemods.net/download.php?view.532
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Thanks for that, Aldo's perpective is priceless.
Yet we have tried it before with the Uly. The problem was that it was used as an alternative model to the terran cocpit with a map change to switch from terran - to vasudan. The existance of both models created a bug, but every time i added it alone it worked fine. :)
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Oh YES!
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Thanks for that, Aldo's perpective is priceless.
Yet we have tried it before with the Uly. The problem was that it was used as an alternative model to the terran cocpit with a map change to switch from terran - to vasudan. The existance of both models created a bug, but every time i added it alone it worked fine. :)
Can I get a copy of the Ulysses with a Vasudan cockpit? I could have some use for this in Twist of Fate, since the Fifth Columnist rebels (the only faction in ToF who use the Ulysses) would have to shore up their ranks with Vasudans when the GTA start killing large numbers of their pilots.
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check your PM's :)
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I urge you to do the Horus as well.. Mebbe add a new shine / glow map ;7
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Avec pleasure. :)
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Very nice. Like VA said, though, be sure to make the silhouette curvier. Smoothing out the curve on the tail fin would be a big plus, as well as doing some deeper and more drastic alterations to the engine block. Also, please, upgrade the guns from triangles to octagons at least.
How's the bottom looking?
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I urge you to do the Horus as well.. Mebbe add a new shine / glow map ;7
Horus est fini.
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bien sur! evidemment! :lol:
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Fin now is smoother and slightly different and i hope what i did with the engine block is cool.
Almost all parts of the texture are used.
I'm going for the cockpit now.
(http://img110.imageshack.us/img110/2235/tfb.jpg)
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Lookin' pretty good.
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It looks as though you've left the guns triangular? Not necessarily the worst thing you could do, but it looks kind of meh.
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Guns are still a WIP :)
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Got loads of potential here. :yes:
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It looks as though you've left the guns triangular? Not necessarily the worst thing you could do, but it looks kind of meh.
You mean like the Ursa with its three-times-larger-in-size barrels? :rolleyes:
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That was a deliberate design decision. These guns, not so much.
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Looks like i need a new image host :lol:
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Can you show texture-less ones instead? It's hard for me to see the details with the retail textures ATM.
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Much cooler. The little blocky protrusions on the back of the engine are great. :)
The last thing I'd recommend BTW would be to chamfer the edges on the big dark section of the engine block. The sharp edges look a bit out of place with the rest of the model as well as with the textures on it
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The last thing I'd recommend BTW would be to chamfer the edges on the big dark section of the engine block.
done!
(http://img441.imageshack.us/img441/8505/tfu.jpg)
(http://img187.imageshack.us/img187/2235/tfb.jpg)
(http://img268.imageshack.us/img268/5392/tfu2.jpg)
(http://img246.imageshack.us/img246/8859/tfb2.jpg)
Two questions:
a. The dark parts of the cockpit are part of the model (not the cocpit's submodel). Shall i UVmap them in the TVcocpit texture or shall i add texture parts on the Thoth's texture and UVmap them there?
b. The polycount is ~5600 so far. If i turn the guns from squares to octagons it will reach ~6400. Shall i do that or make them simple culinders and depend their shape on the normal maps?
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Damn.
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What about hexagons?
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b. The polycount is ~5600 so far. If i turn the guns from squares to octagons it will reach ~6400. Shall i do that or make them simple culinders and depend their shape on the normal maps?
*smack* Remove those little cutouts from the guns and just make them cylinders. Please. Texture them that way but having all those little crinkles drives up the polycount for no benefit whatsoever. 90% of the time this thing is onscreen, those guns will be smaller than a single pixel. Please, just make them octagonal cylinders.
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*smack* Remove those little cutouts from the guns and just make them cylinders. Please. Texture them that way but having all those little crinkles drives up the polycount for no benefit whatsoever. 90% of the time this thing is onscreen, those guns will be smaller than a single pixel. Please, just make them octagonal cylinders.
Yes sir :cool:
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Hey would someone mind telling me ... where are the missile points on the Thoth?
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Hey would someone mind telling me ... where are the missile points on the Thoth?
Check post no 1
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Okay, checking first post:
Question: I added a part of the originall texture that's not UVmapped in the retail model where the missile bays are supposed to be.
Do i proceed with this?
I don't know how it is for the other people, but I still don't know were the missle banks are....
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See the grey bit where the cockpit is? There's one each on the left and right sides of that thing
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Hm... no wonder this thing can take only so few missles....
Thanks for pointing it out, I'd never have found them on my own.
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b. The polycount is ~5600 so far. If i turn the guns from squares to octagons it will reach ~6400. Shall i do that or make them simple culinders and depend their shape on the normal maps?
*smack* Remove those little cutouts from the guns and just make them cylinders. Please. Texture them that way but having all those little crinkles drives up the polycount for no benefit whatsoever. 90% of the time this thing is onscreen, those guns will be smaller than a single pixel. Please, just make them octagonal cylinders.
At that distance, the model wouldn't be in LOD 0 anyway, so why does it matter?
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The divot things on the gun tubes are the kind of detail that doesn't really need to be modeled, IMHO. Just use textures + normal maps and it'll look just as good.
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The divot things on the gun tubes are the kind of detail that doesn't really need to be modeled, IMHO. Just use textures + normal maps and it'll look just as good.
Lol, "divot."
I agree (in theory). But my graphics card sucks and can't do GLSL. Nonetheless, this is one of the few times I'm going to not be all like "no you selfish people save some for the low-end guys." Making them big enough to be modeled-in doesn't make sense, anyway.
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Ingame:
(http://img198.imageshack.us/img198/6255/tigw.jpg)
http://www.mediafire.com/?sharekey=f022eb4747a0098990a82c7bb0fad7ade04e75f6e8ebb871
(well, not exactly, just a bad convertion of Lod0 :ick: )
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Gorgeous. :D
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I've found some UV-map problems so ignore the previous pof. I'll post a better one tomorrow :mad:
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you are really fast, congrats!
I'll be glad to have a new toy to play around ^^
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I don't think the pilot's been smoothed.
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Nope. The Vasudan's blockier than a Halcyon-class cruiser.
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Absolutely brilliant work, peterv! :) I'd love to see more in-game pictures in hi-resolution.
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So download it and take pics yourself. :)
I agree that this model is great, plus, it's the first mediavps model which have Vasudan cockpit.
I hope somebody will remake Horus and Seraphis to also include this feature.
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Nope. The Vasudan's blockier than a Halcyon-class cruiser.
... and not smoothed. After lowing the guns - polys i have no excuse: I'll try to do better :rolleyes:
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Blocky's OK, just make sure it's smoothed and it'll look fine.
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I think he uses COB for conversions, so no control...
You might want to consider DAE ... I think someone on FotG got it to work successfully with 3DS Max.
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COB has smoothing, I've done it before. It just has to be converted to COB very carefully. It's Ancient Lore by now, so I can't help you, but maybe there's something on the Wiki or in an old thread.
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AFAIK You could do it in cob with edge-splits, but hey, if you need it smoothed, give me the file and I'll do it. I can smoothing with blender. Just PM me a link, ya?
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I admit it: I am lazy and i always take advantage of peoples kindness.
So Esarai please check your PM's. :D
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The preliminary version has been uploaded, at -link removed because it contains a few errors-.
EDIT: I didn't notice that it did not have debris, so this is not the final version. Sorry for my oversight.
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Woot!
This marks the dawn of the visible-pilot age of Vasudan small craft, now the other Vasudan fighters need the same treatment.
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Is there a Model WITHOUT the vasudan pilot avalaible? Though it looks pretty good it kind of doesnt fit during the regular Campaign, since your supposed to be a terran pilot....
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Or maayyyybeee, you were a Vasudan all along...
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Lies. Ever alt-J too quickly too quickly after a vasudan mission?
You get yelled at, and the zod also bashes your entire race while he's at it.
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Put it this way: IT DOESN'T MATTER. :P
Unless you spend all your free time staring at your ship from the front external, it really doesn't matter.
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Well it does mater to me...
Also IIRC you can pic your race from the barracks (pilot picture).
Lies. Ever alt-J too quickly too quickly after a vasudan mission?
You get yelled at, and the zod also bashes your entire race while he's at it.
Interesting, I've never done that... will try it out to see the dialogue lines ^^
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Just thought there was an older model already available, since all other ships have non-transparent front windows.
And Titan: Youre basically right, but to be honest, all the eye candy that has been added over the years doesnt really matter at all too, its still shooting things, just like back in 99. So everything that has been done is because a few people...well almost everyone ^^... enjoy a lil bit more detail. Dont tell me you really notice the highres textures during a dogfight, whilst trying to get rid of 2 opponents at the same time as well. (If you do...Wow ;) )
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What's so hard about looking into the details of a ship while being attacked at the same time?
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I definately notice detail when fighting up-close. The easiest subject to note this on is probably the Loki... Compare that to Retail in the same scenario - there's definately a difference!
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And the Ulysses.
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My personal take on the updates is that the newer ships should definitely be discernable from the old ones. All due respect to the Thoth here. . . But it's a bit too similar to the original.
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I think it's a bit bigger in depth.
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My personal take on the updates is that the newer ships should definitely be discernable from the old ones. All due respect to the Thoth here. . . But it's a bit too similar to the original.
Word-for-word, I don't think this statement is entirely accurate, Dekker.
I feel the purpose of the Media VPs is to capture the spirit of the subject vessel whilst improving upon the detail. I think Peter's Vasudan ships do exactly that. The binding issue with this one is that the textures are old. If this ship were normal-mapped, you'd definately see the new details...
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It is normal mapped.
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The Thoth is a small, dark, fast and relatively simplisticly shaped ship, so no matter how well detailed it is, it's always going to be a lot harder to see and appreciate the detail on than larger brighter slower ships. ;)
I think peterv has made it as detailed as is practical and he's done a fantastic job of it.