Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Rampage on January 15, 2011, 10:29:13 pm
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Greetings to FSU from Inferno. We are currently overhauling our Shivan strikecraft and will thus refurbish all FS1 and FS2 Shivan fighters and bombers not yet brought up to today's standards.
Completed
Texturing
UVMapping
HTLing
Conceptualizing
SF Dragon
SF Basilisk (model by BrotherByron; texture by mjn.mixael)
SF Manticore (model by BrotherByron; texture by Nighteyes)
SF Scorpion (model by BrotherByron; texture by mjn.mixael)
SF Astaroth (model by BrotherByron; texture by Rampage)
SF Aeshma (model by BrotherByron; texture by Rampage)
SF Mara (model by Woomeister)
SB Shaitan (model by BrotherByron/Rampage; texture by mjn.mixael)
SB Nephilim (model by BrotherByron; texture by mjn.mixael)
SB Seraphim
SB Nahema (model by Rampage; texture by Rampage)
SB Taurvi (model by BrotherByron; texture by Rampage)
ST Azrael (model by Aardwolf; untextured)
All finished ships will be evaluated and then posted here. Upon completion, please kindly credit the Inferno Team and all other parties involved for this contribution.
INFTeam
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:doubt:
No one ever wants to give the Scorpion some love...
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Scorpion's in FSPort Upgrade instead. o.O
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Wait, the Dragon? What?
Edit: What do you know.. the thing is HTL'd. I always thought it was retail O.o
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If I recall correctly, the Dragon was High Poly-fied by esarai.
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Ooh the Nahema is in progress. :D
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I'm working on a Nephilim and have already gotten pretty far into creating the mesh. I was hoping to get the mesh near completion before starting a thread for it but I guess I should go ahead and post it before we start doubling up on projects.
Edit: Thread started here http://www.hard-light.net/forums/index.php?topic=73995.0
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Thanks much BrotherByron for your willingness to work on the Nephilim; we are very pleased with your progress. We are also willing to cooperate with you in your progress, so if you wish to send us the Nephilim after you're done, we can fix any bad geometry and get it UVmapped as well.
The INF Team will claim the Manticore.
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No one ever wants to give the Scorpion some love...
The Scorpion more closely associated with Inferno than FS1 to me, and I really formed my opinions on it as a fighter while playing R1. In FS1 they were just so blandly uninteresting, a filler opponent until the Shivans brought in the specialized stuff. In R1 they felt like they were worthwhile opponents in their own right.
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The Scorpion is my favourite FS1 ship. Besides the Apollo that is.
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Nahema WIP:
(http://img843.imageshack.us/img843/2626/nahemapers1.png)
(http://img819.imageshack.us/img819/1825/nahemapers2.png)
First off, this is our first attempt at a FS2 canon ship, and although we feel it is not entirely up to the standards set by some recent contributions to FSU, we still feel that this is our best attempt given the time limitations we currently have imposed on us. It has a modest polygon count of ~1800 untriangulated. Guns have not been modeled in yet.
Please feel free to critique; the HTL Nahema will be textured and released to the community by early next week at the latest.
Also, what is the community's opinion on this matter: "Should future HTL models be modeled on the retail model textures or on the concept art (if available) or both?" This applies as of now to the Manticore, the Aeshma, and the Scorpion.
INFTeam
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First off, this is our first attempt at a FS2 canon ship, and although we feel it is not entirely up to the standards set by some recent contributions to FSU, we still feel that this is our best attempt given the time limitations we currently have imposed on us. It has a modest polygon count of ~1800 untriangulated. Guns have not been modeled in yet.
Don't worry too much about the quality of other people work, do what you can how you can, it'll all work out in the end. And in any case, thank you very much for the work. It is greatly appreciated.
Please feel free to critique; the HTL Nahema will be textured and released to the community by early next week at the latest.
Also, what is the community's opinion on this matter: "Should future HTL models be modeled on the retail model textures or on the concept art (if available) or both?" This applies as of now to the Manticore, the Aeshma, and the Scorpion.
INFTeam
Best compromise would be both. Again, Retail elements of appearance (the shade of black, where the red or green glowy bits are, any mechanical details) should approximate as best as possible the retail appearance. This does not mean that you have to re-use OR adhere to using JUST the retail maps, however. Go with what makes it Shivan and recognizable for what it is.
If in doubt, post some pics of the texture WIP and we'll assist with suggestions. If you are on IRC, stop by #SCP-FSU on esper.net.
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This looks sweet!, Thank youuuu! :D
A thought: have you seen BrotherBryon's Nephilim?, that serrated spinal looks really cool, I was wondering if you could try to add it on the central spine of the model.
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Mmm sexy Nahema.
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We are currently doing the Manticore and would like the Community's opinion on an ongoing debate regarding the ship:
Should the Manticore keep its original gunpoints as given in vanilla FS or should it now fire secondaries from the ventral (bottom) end and primaries from the arms as per the FS2 opening cinematic?
Please let us know, as your answers will determine how we will model the ship.
INFTeam
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If it's going into FSU there is simply no question that you must retain the vanilla FS firepoints. The FS2 intro is an error and altering the firepoint position will change gameplay behavior, which FSU should never do.
PS awesome job, rock on
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Same as vanilla.
Besides, when I remake the FS2 intro, I'll be fixing that little error.
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The Cutscene Master himself has spoken, and that is good enough for us. Unless there are further serious objections, we will continue modeling the Manticore based on vanilla FS gun points.
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You can still make them look like they could be either, like it was with the retail model's texture.
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Attached herein is an early render of the Nahema in POF format plus diffuse map and glow map. No shine and normal maps yet.
-INFTeam
[attachment deleted by ninja]
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UPDATE: Still working on the Basilisk; the model is proving harder to texture than expected. Manticore mesh still needs repairs. Sent finished Nahema package to FSU; no results yet.
In any case, we expect the Basilisk to be completed and the Manticore to be ready for texturing by sometime next week. Please visit this thread for future updates.
Also, does anyone have a copy of the HTL Astaroth Bobboau made back several years ago? We asked him for permission to work on the model and received it, but we cannot find the mesh anywhere. If anyone still has a copy, please kindly contribute it to the FSU.
-INFTeam
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We will be taking a break from this project for the next couple of weeks to finish something more urgent in the Inferno project. During this time, we will continue to monitor all input the Community might have regarding this project.
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I don't really think you have to talk in the plural. :nervous:
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I don't really think you have to talk in the plural. :nervous:
He's not referring to HIMSELF in the sense of a plural or Royal "we", but to the INF team as a whole or the members of it that are engaged in the projects. If he just said "I" but was merely the message facilitator, then he'd be taking gratuitous credit for work not done by himself. As an example.
And that was a rather rude way of putting that Battuta. You could have PM'd "So, why are your non-INF board posts always in the plural-person sense?". And if you already knew that AND you posted that way ANYWAY, then I'll have to ask that you please not do that here.
Rampage: The FSU thanks you for the unexpected and delightful progress that has been made, we have a lot to do ourselves.
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failed attempt to translate Rampage's signature: "If we say that we are united with Him (the God) and yet we walk in the dark, then we're lying and we don't live by the truth. But if we walk in the light, just as He (the God) lives in the light, then we are united with each other, and the blood of Jesus, who is His Son (God's Son) cleanses us from all our sin".
I also second this:
Rampage: The FSU thanks you for the unexpected and delightful progress that has been made, we have a lot to do ourselves.
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And that was a rather rude way of putting that Battuta. You could have PM'd "So, why are your non-INF board posts always in the plural-person sense?". And if you already knew that AND you posted that way ANYWAY, then I'll have to ask that you please not do that here.
what even I
Rampage and I have spoken on PM before, I trust him not to take offense.
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It was an innocent question and I do not take offense.
Zacam is right; in Inferno, we work as a team, and when I post elsewhere on stuff done by the team I represent not only myself but Inferno.
Just as an update, the Basilisk is fully UVmapped, and if someone wants to have a stab at texturing it, just post here and we'll release the 3DS file. The Manticore is still giving us a lot of trouble at this moment. And for all other updates, please refer to the first page of this post from time to time.
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I definitely appreciate all your team is doing. . . it's just the "we are the collective" thing is kinda freaking me out :P
(It's perfectly fine, and doing the Shivan strikecraft is a godsend from all of you)
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Update: We have officially hit a roadblock in HTLing the Basilisk and the Manticore. Attention has been refocused on HTLing the two meshes that :v: hastily put together: Astaroth and the Aeshma. This will be a challenge.
INFTeam
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What is this so-called "roadblock"?
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I dont know if this will help but the attachment is a WIP on the SF Aeshma I started, it is still very rudimentary and I have lost momentum on the project but I thought some of the ideas in the might prove useful.
[attachment deleted by ninja]
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What is this so-called "roadblock"?
We're having trouble UVmapping BrotherBryon's Basilisk and DaBrain's Manticore has too many geometry errors to count.
...a WIP on the SF Aeshma I started, it is still very rudimentary...
Not a bad starting place; we'll see what we can do.
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Which version of the Basilisk did you guys get? The original sketch-up model was in really bad shape when I imported it into blender and it took me forever to fix it up. The blender model should be pretty clean though and I wouldn't mind going over it again as I've learned a few more things since then.
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The blender model should be pretty clean though and I wouldn't mind going over it again as I've learned a few more things since then.
The mesh is fine, actually. I'm just too lazy to fix the current UV coordinates near the arms. But other than that, it's practically done.
Rampage
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Designation [HTL] Astaroth!
Polycount: ~1220 untriangulated
(http://img269.imageshack.us/img269/6652/astarothpers1.png)
(http://img42.imageshack.us/img42/158/astarothpers2.png)
INFTeam
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I'm not sure that I like this upgrade. The the whole design makes it look less "fragile" than the original... particularly in the neck. Also, the angles on the head and the belly (where the neck starts) don't look to have enough sharpness and acute angles to my eyes.
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IMHO what really made :v: Astaroth look fragile was its extremely low polycount. ;)
I can make the neck thinner, but what do others think?
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I'm...tentatively with Trivial Psychic. I absolutely appreciate your work, and I know public feedback can be unreliable, but the Astaroth's always been a favorite and this doesn't quite capture the delicacy of the design. It's like a hulked out Astaroth.
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Ew (sorry), it looks like you fused the Aeshma with the Astaroth.
IMO it needs more spikes and thinning down, less blocky.
More spikes. More sharp ridges.
Less beveled flat surfaces plz.
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Ew (sorry), it looks like you fused the Aeshma with the Astaroth.
IMO it needs more spikes and thinning down, less blocky.
More spikes. More sharp ridges.
Less beveled flat surfaces plz.
This. The first thing I thought when I saw the second pic was "Wow, nice Aeshma." followed by "Wait, that's not an Aeshma."
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Four "nays" and no "yays". We're going to change it to conform to the demands of FSU.
But since the Astaroth doesn't have a concept art we can work from and the :v: model is not much to look at, we will be taking our own creative tastes into account when designing HTL models. And unfortunately this will upset some people...
INFTeam
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Well, just make sure it looks aggressive, fast, sleek-ish, and fragile.
Cause that's what it is in game.
Making it look too sturdy isn't in line with the actual experience :P
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Yeah, these are the fighters that die from a double-Harpoon strike. They have to look the part. :p
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Indeed, the one shown in WiP is too thick for such fast, fragile fighter.
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There was already an HTL Astaroth mesh lying around somewhere, wasn't there?
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There was already an HTL Astaroth mesh lying around somewhere, wasn't there?
Yes; Bobboau made one several years back, but it seems to be lost in the ancient archives of HLP history. If you have it, please post it here and we'll take a look.
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If you all want I can take a stab at it.
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If you all want I can take a stab at it.
Check your PM.
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Astaroth!
(http://img249.imageshack.us/img249/39/fighter2s03pic1.jpg) (http://img249.imageshack.us/i/fighter2s03pic1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img403.imageshack.us/img403/4774/fighter2s03pic2.jpg) (http://img403.imageshack.us/i/fighter2s03pic2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img19.imageshack.us/img19/9817/fighter2s03pic3.jpg) (http://img19.imageshack.us/i/fighter2s03pic3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Yay for pointy!
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I like it.
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Awesome.
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Definitely keeps the fragile look - it almost reminds me of a shard of brittle glass. Very nice.
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Fragile but very aggressive, excellent work
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Holy Ship! :eek2:
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Damn straight, Sir! Very nice!
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Looks much much better. Like, much much better. (Edit: er, shouldn't really say that, since Brotherbryne!=Rampage. Whoops, sorry)
Could we get the tail spikes on the wings/side pods to flow better into the rest of the pod? Right now they kind of look tacked on rather than integral.
(Could we get a shot directly head on, directly behind, and directly to the side? I have a hard time grasping exactly what it looks like because of the strange angles, and am getting an impression that its profiles are like twice as thick as they are in retail.)
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Now That's an Astaroth. Very nice.
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Yep. Mnd Blown. Now I have to go order a new one.
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BrotherByron and the Inferno Team bring you the Astaroth, now in its HTL glory. Attached herein is the HTL Astaroth POF for rendering purposes. Normal map is software-generated. No shine/env map included.
(http://img140.imageshack.us/img140/5316/astarothpers.png)
-R
[attachment deleted by ninja]
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:yes:
Can't wait to see what you guys come up with for the Scorpion...
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Nicely done gents! :D
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Outstanding!
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Your OP shows the Nahema as completed, did you pass that on to FSU yet?
EDIT: seems like you did.
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I'm getting an "domain unregistered" warning from imageshack instead of the pretty pics :(
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I like that asteroth a lot.
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Oh great, I hope I'm not rubbing off on people. I SPELLED IT WRONG, GUYS!
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Now I see, OMG.
That's good, that's really really good.
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(http://i56.tinypic.com/6gd6e1.png)
I like what you did there.
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Here is our current to-do list:
Aeshma (currently being HTLed by BrotherByron)
Shaitan (currently being HTLed by the Inferno Team)
Nephilim (get it UVmapped and textured)
Basilisk (fix the UVmap and get it textured)
Manticore (fix the mesh)
Scorpion (...)
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I'll tackle the Scorpion once I'm finished with the Aeshma unless any one else lays claim to it first. Always did like that model. Nice job texturing the Astaroth, now it looks frightening and delicate.
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Looking forward to see them all done, and then, perhaps, new custom HTL strikecraft?
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I got a potential semi-canon Shivan model in mind if you want to Pi-Polify it. I found it in an old Inferno model dump. It is a version of the Manticore with an extra weapon pod, similar to how INFR1 has the improved Perseus in it.
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Is that the Chelob? I don't think anyone wants to touch that. It's a horrible boolean job with more errors than you can possibly imagine.
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Yeah, that's the one. However, if the Manticore gets Hi-polified, some individual seeking to make more models but still partially canon, then a remake of this model could be a good choice (hint, hint). ;)
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Yeah, that's the one. However, if the Manticore gets Hi-polified, some individual seeking to make more models but still partially canon, then a remake of this model could be a good choice (hint, hint). ;)
I don't think 'semi-canon' means anything except 'not canon'.
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Well, the only reason I brought it up was because of this:
Looking forward to see them all done, and then, perhaps, new custom HTL strikecraft?
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I'd like to see how Gogron is going to look HTLed.
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...new custom HTL strikecraft?
Most of Inferno's Shivan strikecraft are already HTL, including favorites such as the SF Naga, SF Incubus, SF Chimera, SB Andra, SB Yali, and SB Vindhyachal.
-R
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Is the Gorgon HTL?
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Just a thought. What would you guys think of taking the current HTL Dragon and giving it a retexture so that it is no longer using the ugly retail maps? Of all the finished ones.. it currently looks the worst by far because of it's textures.
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Just a thought. What would you guys think of taking the current HTL Dragon and giving it a retexture so that it is no longer using the ugly retail maps? Of all the finished ones.. it currently looks the worst by far because of it's textures.
The Inferno Team wouldn't mind doing that, but we also have strikecraft that lack textures (Basilisk, Nephilim) and those that are not done (Manticore, Shaitan, Scorpion). We would like to finish those before working on something that has a semi-working texture.
-INFTeam
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I absolutely agree. Perhaps I'll bring it up again when you guys get more finished.
EDIT: :doubt: Seems like the Seraphim is in the same boat...
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UPDATE: We fixed the Basilisk's UV coordinates and handed it off to FSKing to texture. If anyone can do justice to the Basilisk, he can!
INFTeam
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Aeshma
(http://img13.imageshack.us/img13/6566/fighter2s01pic1.jpg) (http://img13.imageshack.us/i/fighter2s01pic1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Going the concept route, sweet.
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Yay, it looks far less like a Space Turd now! :yes:
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It looks good, but the head is a bit strange.
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Yeah, -1 on the hammerhead look. The shape doesn't seem to fit in with overall Shivan aesthetics.
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I agree the shape does not fit with Shivans, but that has been the case for this ship since retail.
Good work!
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The retail version, IIRC, didn't had the hammer head.
Just shave off these "pods" at the sides of the head and it should be fine.
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(http://www.hard-light.net/wiki/images/CrIm34.png)
You can also try to make the hammerhead broader, as shown in the concept art.
-R
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I want whatever one is in that on the top-right modeled :D :D
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That almost looks like a really early, slimmed-down version of the Basilisk. It would be cool to see it in the flesh, though.
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I want whatever one is in that on the top-right modeled :D :D
Me too, might do that at some point.
I can't really make it any broader or I'll start blocking the missile tubes but I can try to angle it in more towards the front and see how that works. Maybe make them spike towards the rear too. The hammerhead styling of the concept art is going to stay simply because the retail head is so confusing and uninspiring I can't begin to think of any way to make it work. It looks like they may have started to make it hammerhead shaped but then cut chunks out of it to make it look more like bat ears.
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(http://filesmelt.com/dl/hamhead.png)
Perhaps try something like this for both of the side things.
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hmm, maybe but would require reconstructing that whole area. Did some minor tweaking and came up with this.
(http://img189.imageshack.us/img189/51/fighter2s01pic2.jpg) (http://img189.imageshack.us/i/fighter2s01pic2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Stretched out the rear and spiked it at the end. Also recessed and moved the front in towards the center adjusting the curve accordingly.
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Better, but the head is still not quite right.
I suggest shrinking the "pods" and lenghtening the nose to extend past them.
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The concept one needs the lower fins IMO.
Its what stops it from looking like ass.
Problem is that that changes the target profile >.>
NOT THAT IT MATTERS, cause the Aeshma can't dodge for **** and only knows how to fly in straight lines or do lazy circles.
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The back half looks kind of bland and low poly. Might just be the lack of a texture though.
The head needs to be less rounded than that. As it is, it looks almost Vasudan or even Covenant.
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The concept one needs the lower fins IMO.
Its what stops it from looking like ass.
Problem is that that changes the target profile >.>
NOT THAT IT MATTERS, cause the Aeshma can't dodge for **** and only knows how to fly in straight lines or do lazy circles.
I just noticed those. Would be nice if they were there before.
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I think this screenshot from this angle occludes the lower fins.
-R
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It's been a pleasure working with BrotherByron and the FSU Team. Texturing on the Aeshma will begin soon.
BrotherByron informs me that the Scorpion is almost done and he is working on the Manticore as well. I also sent him my Shaitan WIP.
-R
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Scorpion!
(http://img37.imageshack.us/img37/1610/scorpionpic1.jpg) (http://img37.imageshack.us/i/scorpionpic1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img836.imageshack.us/img836/5098/scorpionpic2.jpg) (http://img836.imageshack.us/i/scorpionpic2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img3.imageshack.us/img3/8909/scorpionpic3.jpg) (http://img3.imageshack.us/i/scorpionpic3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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YES.
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That annoying zippy ****er looks pretty good there.
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This is no longer usable as a scout ship. This is too awesome to go away unnoticed.
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Simple, yet elegant. Me likey. :yes:
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It's nice, but I feel that it could use some accessorizing... little details to add dimension to the design, though I can't be any clearer than that.
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I actually don't like this one at all. I'm sorry. :(
I am struggling to provide some kind of useful feedback but I'm so bad with models I don't know what to say. It just doesn't look...coherent, to me? But maybe it's just the original design being kind of crappy?
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Good design, but I have several points:
First, the chirality (as shown in the pictures above) of the new Scorpion is incorrect. Please mirror the ship along its saggital axis to correct this.
Second, although the shape is excellent, more details should be added IMHO. I really like the detailiing on the engines; perhaps the rest of the ship could be detailed like that.
Third, the triangular gun points on the side could be made more like what you had on the Astaroth and the Aeshma, so they don't look like polygons tagged onto the hull.
Great job overall; FTW.
-R
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First, the chirality (as shown in the pictures above) of the new Scorpion is incorrect. Please mirror the ship along its saggital axis to correct this.
Not exactly sure what you mean by that. Will work on the guns, I wasn't too sure what to do there as we don't see any shivan guns really exposed on any other model. They always seem to be built into ship's structure. Will try adding some details but I think I may be at the limit for what can be gleaned off the textures. Seems a lot of the FS1 era shivan ships used a lot of the same textures and the detail placement usually comes off as looking odd.
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Chiralty, you know, like in Organic Chem.
Enantiomers.
You have one non-superimposable mirror image.
He believes it should be the other.
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So I should demount all the parts (Cabin, guns, engines, and missile pod) from the chassis, make it symmetrical and then mount them all back?
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He means that your ship is mirrored compared to the original (http://www.hard-light.net/wiki/index.php/File:Scorpion320x240.jpg).
Thus, you should apply the MIRROR modifer to it to flip it left/right.
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Oh crap that again, I wonder why that keeps happening. Every time I import a retail model after extracting it via LithUnwrap it does that. Not a big problem when dealing with symmetrical models but here it shows.
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Fixed the mirror issue, reworked the guns (I like them a lot better now) and started adding a few more details here and there as I've seen fit. Question though do I model in the actual thrusters? The original uses these red glowing cubes there and I've applied a similar concept with the upgrade so far.
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Don't model any thruster effects. Red glowing cubes work best for now.
-R
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:doubt:
The red glowing cubes were the worst looking detail of any Shivan craft I can think of.... I beg you to add some sort of detail there (geometry or texture, doesn't really matter).. it really needs something there IMO.
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More Pics!, Changes since last pics:
Reworked the guns
Made minor changes to the front end of the missile pod (Looks a little more like the concept art now)
Fixed the issue with the missile pod being on the wrong side of the cockpit
Reworked the spire so that the area that will be red glows wraps completely around it and made it a bit skinnier (Back to about retail size).
Added recessed areas to the underside of the cockpit as hinted at in the retail texture
Added a few more minor detail items here and there (Small recesses and beveled edges mostly)
Keep in mind this ship isn't much bigger than the Dragon so any more detailing will most likely never be seen by the player. Especially with how damn fast and maneuverable these bastards are.
(http://img846.imageshack.us/img846/3109/scorpionpic4.jpg) (http://img846.imageshack.us/i/scorpionpic4.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img854.imageshack.us/img854/4149/scorpionpic5.jpg) (http://img854.imageshack.us/i/scorpionpic5.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img339.imageshack.us/img339/2562/scorpionpic6.jpg) (http://img339.imageshack.us/i/scorpionpic6.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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I liked the look before, but this is a big improvement even over that. That upper fin is spiffy. :yes:
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Better job with the detail.
...
I don't have any nitpicks, except that it needs to be textured. :ick:
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:yes: :yes:
Send it over, and we'll have it UVmapped.
INFTeam
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I still would like to see something more creative with the Scorpion engines... :(
On another note.. I mentioned the Dragon earlier, but I've gone ahead and started the job myself. I have it fully mapped and am working on texturing it.
Seraphim still needs a texture makeover though...
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I still would like to see something more creative with the Scorpion engines... :(
Suggestions?
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I whipped this up in about 2 seconds so it looks awfully shoddy.
But the basic idea I had to keep the feel of glow blocks but to make them seem a bit more tech like was to recess that part in a bit and then do the rest with textures. (IE not flat red)
As I was looking at this, another quick thought I had would be to make look like the actual thruster exhaust is expelled from the vertical faces around the glow block (using the same recessed technique).
Perhaps that might jog your awesome imagination?
[attachment deleted by ninja]
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I already have something similar in place where it recesses in around the blocks but the blocks come back out as if they are held in by some kind of clamp. I think they look better when sticking out away from their mounts rather being recessed completely in.
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Hmmm, ok then! You're off the hook I suppose. Now who do I talk to about not using flat red there? :lol:
EDIT: Dragon getting a new texture. http://imagebin.org/142015 (http://imagebin.org/142015)
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I've deepened the recesses to make them more visible, also recessed the back bit of the block and beveled the backside edges. Here is a closer in picture with the whole block smoothed.
(http://img703.imageshack.us/img703/5484/scorpionpic7.jpg) (http://img703.imageshack.us/i/scorpionpic7.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I'm sure the Inferno Team will take note of your concerns for the texture.
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Sweet! :D
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Excellent.
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The Dragon has a new skin!
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/2preview.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/5preview.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/3preview.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/4preview.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/1preview.jpg)
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Some of those edges look sharp enough to shave on. (not sure if that's good or not)
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Is that the Esarai's HTL Dragon?
EDIT: It seems so. I think that guns could use a bit of upgrade (the model, not the texture).
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Agree with Mars, but I think that's more due to the shape of the original design than anything else.
Also, something about the bottom front part feels... off. I dunno. Overall though it's a huge improvement over the previous!
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He gave the current HTL Dragon a worthy texture. With the old texture, you could hardly tell it was even HTL'ed in the first place.
Awesome work!
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Yeah, I'm pretty sure it's Esarai's. I wasn't up for modelling a new one.. I just wanted texturing practice. I did make some minor changes to the mesh like giving the guns holes inside and whatnot.
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It looks great! I love those high detail bumps :yes:
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The bottom part texture might need a little more work on it, the top part looks awesome, really awesome :yes:
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Would you like to texture the Scorpion and the Shaitan as well? Since you mentioned you want to use them in your cbanims, perhaps you can do justice to them better than we can.
-R
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Eh, I'd rather not actually. The only reason I did the Dragon was because it was going to look like poop next to all the nice models you guys have put out recently. It was a 2 day distraction from the character models... :lol:
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For some reason, that dragon reminds me of the batmobile. It's a good thing, I think.
(aobake?)
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An AO bake on a model that is mostly flat with few protruding parts and a black texture (like the Dragon) would be a waste of time.
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THANK. YOU. That old texture made the Dragon look like a blurry mess. We can actually see it now! :D
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Razor edges work with this design and nice work with the textures, my only concern is in the bottom picture there is a strange grey square in the texture on the mid to forward hull
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This seems to be an intake of some sort, it may just be the angle at which it's viewed.
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An AO bake on a model that is mostly flat with few protruding parts and a black texture (like the Dragon) would be a waste of time.
I say add an AO bake, it would help for sure, the texture seems like its not finished, especially the underside and the guns, and the panels could use some "texture" on them, right now its all very smooth looking.
model wise it wont be much work to add some more polys to the guns, it really sticks out, and the model needs smoothing as well.
with a few more hours of work this model could look really nice :)
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Sorry, I'm not working over the model. If someone else wants to do so, feel free.
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upload it somewhere I don't mind giving it a few hours of love, I can also finish the textures :)
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UPDATE: UVmapping of Aeshma complete; texture pending. UVmapping of Nephilim in progress; experiencing difficulties. UVmapping of Scorpion pending.
-INFTeam
NOTE: I will be away from my workstation for the entirety of next week. No progress will be made on completed HTL Shivan strikecraft models.
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Is that the Esarai's HTL Dragon?
EDIT: It seems so. I think that guns could use a bit of upgrade (the model, not the texture).
I just want to make note on this, Dragon: for all intensive purposes, six sides on the LOD0 guns are probably more than enough. Chances are you'll never be slow and close enough to a Dragon to be bothered by its hexagonal shape.
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Except in external view in "Playing Judas".
I wouldn't care about it if it wasn't for the fact it is a player ship, if only in one mission.
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Is that the Esarai's HTL Dragon?
EDIT: It seems so. I think that guns could use a bit of upgrade (the model, not the texture).
I just want to make note on this, Dragon: for all intensive purposes
Just FYI in passing a quick PSA: this is not a sentence or phrase in the English language. It's 'for all intents and purposes'.
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This page lacks pictures, Let there be....
Manticore!
(http://img846.imageshack.us/img846/3702/fighter11pic1.jpg) (http://img846.imageshack.us/i/fighter11pic1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img860.imageshack.us/img860/2940/fighter11pic2.jpg) (http://img860.imageshack.us/i/fighter11pic2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img863.imageshack.us/img863/6507/fighter11pic3.jpg) (http://img863.imageshack.us/i/fighter11pic3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Looks awesome.
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This.
Is good.
I guess that's still an understatement.
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Because of the unprecedented contribution made by BrotherByron to the improvement and upgrade of Freespace, I hereby nominate that he be inducted into the FSU Team.
-R
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Because of the unprecedented contribution made by BrotherByron to the improvement and upgrade of Freespace, I hereby nominate that he be inducted into the FSU Team.
-R
I voice my support for this.
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As do I.
Also, slick manticore.
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Turns out I was still sick of rigging characters... So I went for the Seraphim as well.
My second try at texturing a Shivan craft is turning out much better than the first IMO. I just finished working over the hull shades. Next I'll be adding details such as panelling and whatnot.
Again, like the Dragon, I'm not working on the mesh much, if at all. Though there is some funky smoothing going on near the tips of the arms. I'll try to fix that.
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/1preview-1.jpg)
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ohhh pretty.
Because of the unprecedented contribution made by BrotherByron to the improvement and upgrade of Freespace, I hereby nominate that he be inducted into the FSU Team.
-R
While I appreciate the vote of confidence I don't think the FSU Team takes on members that haven't demonstrated the ability to do more than just create models. I would like to learn how to do more but most of my attempts have failed thus far. I am however watching FreeSpaceFreak's blender thread and itching to try revamping some of my older designs that haven't been taken on by other members.
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Because of the unprecedented contribution made by BrotherByron to the improvement and upgrade of Freespace, I hereby nominate that he be inducted into the FSU Team.
-R
yea_votes++;
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FSU members are selected primarily for the ability to facilitate the completion of assets to be placed in the MVP's, not necessarily their creative ability. BrotherByron has indeed facilitated the completion by working in conjunction with the INF team, so there is potential there. But as BrotherByron stated, aside from mesh creation, his other skills need refinement, however with his drive and dedication I would love to see him badged up and helping the FSU, once he feels he is ready.
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If they feel I could be an asset I would be honored to join the team. Taking a short break from mesh building to try my hand at UVMapping the Manticore.
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Aeshma :pimp:
(http://img809.imageshack.us/img809/2631/aeshmapers1.png)
(http://img233.imageshack.us/img233/5738/aeshmapers2.png)
(http://img585.imageshack.us/img585/5427/aeshmapers3.png)
Package sent to FSU team for compilation.
-INFTeam
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Beastly.
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Honestly I think it's by far the least attractive of the new Shivan meshes, but then again the original Aeshma was by far the ugliest of the original Shivan models.
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IMHO, it would have been better without the light gray parts on the head (not just the texture, but the part of mesh it covers).
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But if it wasn't ugly the FreeSpace Fundies might choke ;) Nah, it's good work. (insert quip about trying to polish a turd)
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I think that texture could do with some more details. It almost looks tiled the way it is now, and seems to obscure mesh details.
Things to consider:
The 3 dots in a triangle design on the head is gone here.
Old scheme was more grey than black, which leaves room for shinier grey texture greebling.
Old texture suggested very rough hull, almost like treadplate, or lots of metal studs.
All three of the above were part of what made the flying turd the turd that it was, so staying true to the original might be a bad idea after all.
Otherwise, the general feel is great!
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As soon as the files are in the FSU SVN, I'll go over the textures a bit and add some of the missing detail if you don't mind. That way you guys can move on to some of the other craft.
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As soon as the files are in the FSU SVN, I'll go over the textures a bit and add some of the missing detail if you don't mind. That way you guys can move on to some of the other craft.
Yeah go for it. We only ask that you provide us w/ the updated textures for Inferno use.
-R
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Good work on the texture, The polished turd now has color. By far my least favorite to have worked on but what can you do. To those still screaming to remove the hammer head extensions "Not going to Happen!" for several reasons.
1. Tried it before handing it over the Inferno team and it just looked silly with nothing there.
2. It breaks ties to the concept art to remove them and since it no longer looks much like retail breaking away from both makes it a totally different ship. The purest would have my head on a stake for that.
Resuming work on the Shaitan, hopefully will have something to show before the weekend.
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I largely agree with Kolgena - while the resolution has no doubt increased, the detail in the textures has gone down quite a bit. The green dots are also completely new, and kinda jarring to me.
I fact, really, the model looks to have been textured with very little reference to the old Aeshma at all.
Consider:
(http://www.hard-light.net/wiki/images/Sfaeshma-old.jpg)
The mesh is quite an improvement (although I, too, dislike the hammerhead bits), but the two texture jobs are basically unrelated to one another, and unfortunately the older one is much more interesting, and frankly, prettier. Overall, despite the improved model, based on these screenshots (and from a purely personal, aesthetic perspective), this is a downgrade IMO (obviously, that's very subjective). I really, really hate to say this - I'm sure someone put a lot of work into the texturing, after all, and I do respect that - but I think that the textures need a total rethink, quite possibly to be started again from scratch.
I don't suggest that lightly, and I know it's going to make some people angry/call me ungrateful etc. etc., but try to understand where I'm coming from. Basically, I started to write down a list of all the things that were missing that were interesting or distinctive on the Aeshma - the grill and the central detailing, the three dots, the red neck and red dots along the guns, the light grey and red colour scheme - and I realized that basically none of it had been retained, or even referenced in any meaningful way. If this is to be an upgrade, rather than a new ship, some significant characteristics of the original design ought to be retained, and here, I'm really sorry to say, they just haven't been.
I've got to admit, I'm not the biggest fan of the Aeshma, but it's clear to me that someone at [V] put a lot more thought into it than, for example, the Astaroth, and I feel that this loses far too much of that to be a true upgrade. Hopefully, mjn.mixael can rescue it - I relly hope he does, since, as I said, I do respect people willing to spend their time on community upgrade projects like this one that are meant to benefit us all as players.
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BW's Comments
To this I refer you back to...
As soon as the files are in the FSU SVN, I'll go over the textures a bit and add some of the missing detail if you don't mind. That way you guys can move on to some of the other craft.
Patience young grasshopper
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If you could trim the gray parts in addition to tweaking the textures, it'd be great.
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I suspect it's just the color making them look like Terran bits bolted on. Looks great otherwise though. :)
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Hello FSU Community,
We can't help but notice that a lot of people here are talented when it comes to texturing Shivan ships. Thus we would like to invite several people help us and the Community texture the following ships:
SF Basilisk
SF Scorpion
SF Manticore (when done)
SB Shaitan
SF Nephilim
The Inferno Team will UVmap the ships and maybe apply a basic texture to it. We would do it ourselves but are too busy w/ other obligations, so it would help all of us if someone could finish those ships. Please consider, and please post here if you're interested.
-INFTeam
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If you guys are unable to texture the models, get them to us in FSU and we'll make sure they textured.
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If you guys are unable to texture the models, get them to us in FSU and we'll make sure they textured.
+1 to suggestion. More than obliged to return the favor of helping us out (which you have immensely with this push!)
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I'm currently working on the Dragon, I'll post some screenshots when its finished, and possibly will be able to texture another ship...
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We can definitely pass them off to the FSU when UVmapping has been completed, but we need assurance that these ships will be finished in a timely fashion.
We also have your HTL Azrael in our possession and can UVmap that as well.
-INFTeam
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Shaitan!
(http://img220.imageshack.us/img220/5608/bomber3pic1.jpg) (http://img220.imageshack.us/i/bomber3pic1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img688.imageshack.us/img688/8775/bomber3pic3.jpg) (http://img688.imageshack.us/i/bomber3pic3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
(http://img862.imageshack.us/img862/2554/bomber3pic4.jpg) (http://img862.imageshack.us/i/bomber3pic4.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Holy crap. :nod:
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Very nice. Can't wait to see that in-game.
Also, I can't believe that I never noticed where the Shaitan's primary gunbanks are.
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Could use a bit more in some places... but it's hard to explain. Would you mind sending me the mesh in .obj so I can try implementing them?
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I suppose, send me an email address through pm, and I'll send it over. I gleamed as much detail off the texture as I could find. Problem with FS1 shivan ships is that they all use the same textures tiled all over the place so some details just don't seem appropriate for the areas that they are found in.
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It looks fine.
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Whoa. Yes please.
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I've been working on the dragon textures, and have been tinkering with it too much, so its time to call it finished.
I also fixed some geometry errors in the mesh, smoothed out a few parts, redid the LODs and tweaked the UV map.
hope you like the results :)
Download link:
http://www.mediafire.com/?erh4jfyfz796z6u
(http://img824.imageshack.us/img824/1715/38205966.jpg) (http://img824.imageshack.us/i/38205966.jpg/)
(http://img845.imageshack.us/img845/4234/detail0completemap.jpg) (http://img845.imageshack.us/i/detail0completemap.jpg/)
(http://img269.imageshack.us/img269/2205/detail0completemap222.jpg) (http://img269.imageshack.us/i/detail0completemap222.jpg/)
*POF file needs fixing, its just there so you can view it in the tech room
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Fierce! :)
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That looks awesome!
NOO!! ******* UNICORN GET OUT!
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Here is the fully-UVmapped but untextured Basilisk that we were supposed to texture but never got anywhere. Considering the great job that Nighteyes have done w/ the Dragon, I know it's now in good hands:
http://www.mediafire.com/?6nnus7vxil9t9fc
-R
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Ooooh. I've actually been itching for this one and would like to texture it!
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shouldn't you first finish the Seraphim? :)
*can I texture the Manticore?
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http://img824.imageshack.us/img824/1715/38205966.jpg
http://img845.imageshack.us/img845/4234/detail0completemap.jpg
http://img269.imageshack.us/img269/2205/detail0completemap222.jpg
:yes:
This is how all the Shivan stuff should be done - love it Nighteyes! :D
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*can I texture the Manticore?
Wish granted; see attached UVmapped HTL Manticore.
INFTeam
[attachment deleted by ninja]
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thanks, will start working on it tomorrow, just a small tip for who did the UV map, try not to have overlapping sections, and the layout can be better optimized, I'll touch it up a bit before I start texturing :yes:
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...I'll touch it up a bit before I start texturing :yes:
Do what you must, and thanks much for the tip. Looking forward to the end result.
INFTeam
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Does it need LOD's and debris as well?
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Does it need LOD's and debris as well?
We can do LODs and debris. So when the textures are done, just send everything to me via PM and we'll send everything back w/ full LODs and debris.
But if you're planning special textures for debris, then you should probably do them. Up to you.
-R
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Made some subtle changes after stepping back from it for a while.
(http://img25.imageshack.us/img25/7982/bomber3pic5.jpg) (http://img25.imageshack.us/i/bomber3pic5.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Looks more compact somehow. I like it.
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Looks better. I think it's ready for texturing.
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just a small update, im almost finished with the diffuse map for the Manticore, progress is slow but when I have a few hours free I try to move forward on it... when its ready I'll post some pics for feedback and start working on the glow map :)
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Fantastic news! I am actually planning to dump all the FS vanilla Shivan ships in my possession that are untextured/unUVed here in the days to come. RL(TM) is slowly taking over again, so I now lack the time to fully work on them.
-R
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Fantastic indeed. In a backhanded sort of way. :P
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It seems that there has been a lot of activity reduction on the board as a whole. Can I assume that exams and (for the college students) returning home and perhaps going on vacation are the culprits?
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There are already more posts and more new members than April of last year.
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I think those are all in GenDisc though.
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Then post about it in GenDisc... Anywho, I will see what I can do to speed up finishing these fighter once Rampage takes a dump.
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Fantastic news! I am actually planning to dump all the FS vanilla Shivan ships in my possession that are untextured/unUVed here in the days to come. RL(TM) is slowly taking over again, so I now lack the time to fully work on them.
-R
That's not fantastic, we are loosing you to RL :(
Well, I guess it was bound to happen sometime, we'll be waiting for your return to modding Rampage :yes:
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getting close to finishing the Manticore, stuff left to do is finish the glow map(parts dont have it yet, inside the wings and the lower guns), and add the small green lights.
feedback is welcome, if you don't like something now is the time to say, as soon I'll call it final :)
(http://img844.imageshack.us/img844/4169/manticore.jpg)
*couldn't get bigger screenshots of it as the export made the ship very small and this was the maximum zoom :/
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Nothing to say Nighteyes, you did a great job :yes: :yes: :yes:
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Love it.
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Looks good.
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Will glow maps be animated?
Also, that screams manticore through and through. I like it.
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I love it. :)
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Can't wait to see it fully glowmapped.
I love it. :)
This, basically. It doesn't seem like a very radical upgrade, (not a bad thing), but it's definitely a very fitting upgrade.
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I prefer the re-interpretations like the HTL Cain/Lilith or the Hattie but this one just simply looks good. Period :yes:
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Nighteyes never fails to impress. :yes:
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It's subtle, but that works just fine for the Manticore, since it's such a simple design to begin with. Nice. :yes:
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It's subtle, but that works just fine for the Manticore, since it's such a simple design to begin with. Nice. :yes:
The Medusa and Hermes (which I plan to completely redo if I ever touch the mesh again) are simple designs.
The textures are nice but please, people, don't accredit the whole thing to him, the mesh was originally by DaBrain.
EDIT: Sorry, didn't mean for that to come off as a 'stop parsing his work but praise mine', I just meant to provide an example of simple designs remade and to make sure credit was given where credit was due, which actually belongs to Byron.
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It's subtle, but that works just fine for the Manticore, since it's such a simple design to begin with. Nice. :yes:
The Medusa and Hermes (which I plan to completely redo if I ever touch the mesh again) are simple designs.
The textures are nice but please, people, don't accredit the whole thing to him, the mesh was originally by DaBrain.
Umm no it wasn't, I remade the mesh from scratch using DaBrain's mesh and the original textures as a reference. If you compare the two you can see very distinct differences.
edit: Very nice texture work there Nighteyes, can't wait to see the finished product.
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Fantastic job! :nod:
Model is BByron's work. Textures are the property of Nighteyes. Inspiration from DaBrain (which is an important mention).
-R
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Well done, community. :yes:
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Thanks everyone, I'm glad you like it!
Umm no it wasn't, I remade the mesh from scratch using DaBrain's mesh and the original textures as a reference. If you compare the two you can see very distinct differences.
edit: Very nice texture work there Nighteyes, can't wait to see the finished product.
just so you know, you gave me a real headache while I was texturing this, some key features of the Manticore were not modeled on the mesh, like the glow parts at the sides of the "head", and the connecting arms were also quite a big departure from the original, I was thinking it will be relatively easy to texture it, and to my surprise I needed to paint a lot of the details by hand...
anyway I'm pretty happy with how it turned out, so no worry :)
*from my observation while texturing shivan ships, the glow maps are like 50% of selling the "feel" that its shivan...
*glow maps won't be animated
*can anyone convert/reconvert the model for me please? I'm having problems checking how it looks in-game(hence the small screenshots), the model basically needs scaling up a bit so I would be able to zoom in on it properly, here are the files:
http://www.mediafire.com/?e8r1fa88f241t50
I need this asap please, I want to finish it today, the maps are practically done just final tweaking now
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Sorry about that I made the glow parts on the head a bit smaller than on retail (DeBrain's model was like that as well I think). The Arms themselves I really struggled with for a while and ended up following the concept art a bit more than anythings else. Wish I could help you out with the conversion but I'm not all that familiar with the process myself.
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so... nobody can do a quick conversion for me?
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Retail model is 17.94m wide, scaled it up to match that. (Is that what you needed?) Model attached.
[attachment deleted by ninja]
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yes, thats what I needed, but for some reason it won't load the textures on it... can you try adding some kind of generic tiling texture to it? I'm really at a loss what the problem with this model is...
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Here ya go.
[attachment deleted by ninja]
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Make sure you have PCS2 looking for the textures in the right folders.
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its fine, the latest file FreeSpaceFreak uploaded works perfectly, so tomorrow I'll finish off the textures and upload the final versions :)
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I have attached here the following Shivan strikecraft:
SF Scorpion (UVmap partially done; needs texture)
SB Shaitan (not UVmappet; needs texture)
SB Nephilim (UVmap partially done; needs texture)
Because I am returning to RL this month, I pass the torch on completing these ships off to the FSU. Models I credit to BrotherByron.
-R on behalf of INFTeam
[attachment deleted by ninja]
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Thanks. We are on it.
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Best. Upgrade cycle. Ever.
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Best. Upgrade cycle. Ever.
Of all time.
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Thank you very much Χριστόφορε, looking forward to see you again :yes:
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finally had some free time and energy to finish this(Manticore), I'm currently on vacation so I can't really post any screenshots, anyone who wants to feel free to do it :)
http://www.mediafire.com/?7mi58rvahi6e5cd
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finally had some free time and energy to finish this(Manticore), I'm currently on vacation so I can't really post any screenshots, anyone who wants to feel free to do it :)
http://www.mediafire.com/?7mi58rvahi6e5cd
Ok, there you go.
(http://i653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/ShivanF11.png)
(http://i653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/ShivamF11a.png)
(http://i653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/ShivamF11b.png)
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Awesome. :D
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So I checked the Manticore in the ship lab, and I don't really like the big glowmap on the thing. Compared to the other other Shivan fighters, this one looks very plain. I'm okay with the smaller glows, though. Just the big one looks undetailed compared to the whole ship.
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I agree, the hole thing looks good so far, my only complain are the glowmaps on the rear part of the arms, maybe adding some grey pipes/lines would help.
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shades of red would work, instead of full 256 on the R.
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Indeed - It stands out a bit too much with that intensity.
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Ungh, whats with the monored glow thing for the thrusters.
So unimaginative and ugly. Just because it's there in retail (just as ugly)...
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there is so much one can do with a plain polygon, it was there a few pages back and nobody complained about the red, I'll maybe add some detail there, but remember that part it completely covered with a thruster glow...
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Perhaps you should take some cues from the design show for the Hi-Poly Scorpion (http://www.hard-light.net/forums/index.php?topic=73987.msg1483210#msg1483210), since they have very similar thrusters.
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here are some more screenshots, I really don't see whats so wrong with the thrusters, usually you only see the model from far away anyway, but as I said if most people don't like it I can always go back and tweak the glows a bit, it will just take some time as I'm not free to work on this atm...
(http://img192.imageshack.us/img192/8005/screen1771.jpg)
(http://img64.imageshack.us/img64/3162/screen1770.jpg)
(http://img861.imageshack.us/img861/9849/screen1772.jpg)
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I like it.
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Looks great to me! I tend to play with my bloom setting a bit lower than the default (I'm at around 35 I think), but even that goes a long way towards making full red surfaces like that look convincingly glowing rather than just flat. Love all the Shivan progress :yes:
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I like it, honestly.
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That's really mantahardcore! The weapon arms look like they pack something painful.
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Looks good enough as is IMO and if you want to consider it done I have no gripes. To be honest though when I designed the arms I was intending not to use the large glowing blocks found on the original. I didn't realize the end of the arms were supposed to be thrusters or I would have modeled something mechanical looking in. I followed the concept art where the two inset bands around the arms were supposed to be glows in the same styling as those found on the central hull. Sorry I should have mentioned that a lot sooner.
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Well they'll be covered with glows except when the ship's disabled...
So I still think there should be like at least a little bit of detail drawn on the back face (like a thruster hole or something), just make it look more like the top/bottom, with some details over the glow.
You can keep most of it glowy, but the whole back part being totally mono-glowy-red is kinda :/
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I reckon the whole thing should be a glowmap. :shaking:
But seriously, I like it as it is.
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You can keep most of it glowy, but the whole back part being totally mono-glowy-red is kinda :/
Yeah. It wouldn't look so bad if the glows had any sort of shading, either, but they don't. It's just one color, one value. Looks a lot like Windmills's ships.
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"I like it" doesn't do it justice. I still think the glows could use some work, but hey we are discussing perfection.
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I've made some minor modifications to the model in PCS2, here's a fully usable version: http://www.mediafire.com/?e532tm4qlemmu13
It features two LODs (I found adding 3rd also adds yet another texture, which I didn't wanted) imported straight from Mediavps Manticore, so it would be great if they got remade at some point.
All other POF data should be fine.
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I think it looks great. I really like the Manticore, it reminds me of Descent the most. Keep up the good work!
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it reminds me of Descent the most.
Level 12 lava boss on Descent 2?
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Haha yeah that must be it.
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So... since most people forgot.. we have a bunch of untextured HTL Shivan fighters sitting in our FSU SVN. Well.. I'm going to change all of that... I fixed up the Dragon and Seraphim a bit more and have started on the Basilisk.
[attachment deleted by ninja]
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:yes: Looking really good! I really like the weathering on the black. Keep up the good work. :)
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You did a really good job, I love the red glow work :yes:
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I don't know what else to say, other than, holy ****.
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Very cool, let me know if you have any trouble with the UV mapping. I can't remember if the Inferno team managed to finish mapping all of them before handing them over to you guys. I've gotten a lot of practice since joining the team and should be able to finish them off for you if we missed a few. Oh if I'm not mistaken I believe that u-shaped indent on the top of what would be a cockpit in a terran fighter is supposed to be green glows as well.
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More Basilisk screens.
[attachment deleted by ninja]
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That's really quite something. Good job!
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looks really good, i especially like the attention to the red glows and the shine map, maybe try making the shine map just a little bit brighter? also the normal map is not apparent at all...
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... also the normal map is not apparent at all...
Why, because the surface texture isn't visible from 3 klicks away? Contrary to popular opinion, surface noise doesn't need to be implicit in the normal map and I have yet to see a case where it has been done well.
Tech bits and panel lines, that is all a normal map needs for a ship. You don't make a normal map by having the end result looking like somebody rolled silly putty over the diffuse.
I suppose you'd want something more like this:
(http://i1135.photobucket.com/albums/m634/Zacam/Public/imanormalmap.jpg)
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Tech bits and panel lines would be nice, Zacam, it's too bad neither your version nor the actual WIP have them. :rolleyes:
AFAICT there isn't even a normal map in the WIP version. Yet.
Edit, because if I don't say it people will treat my post as a "your textures suck / the cables are too thick": Everything but the normal map looks good.
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:wtf:
Normal Map (http://www.hard-light.net/forums/index.php?topic=73987.msg1543194#msg1543194)
Which works nicely along side it's diffuse and shine.
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Mmm.
I guess it's there, but it's very subtle, moreso in the newer screenshots which have that whiter material... but as it is now we can't even see it.
Maybe because the panel lines are darkened, it's overpowering the normal map?
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Looks very sharp and very evil :). Nice :yes:
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Scorpion
EDIT: As an afterthought.. the 'dirtiness' is a bit heavy.. and the normal map has too much noise on it.
[attachment deleted by ninja]
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I like it dirty like that, so Shivan! That Scorpion looks wickid btw. It does honor to my favorite Shivan fighter.
Wow, I should pay more attention to this thread, great stuff! That basalisk too... damn. You know it's good when you got me aching for release.
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:eek2:
AND I
JIZZED
IN
MY PANTS
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my favorite Shivan fighter.
Ditto. Love the Scorpion, and mjn's definitely done it justice!
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Cool! :yes:
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As per this post (http://www.hard-light.net/forums/index.php?topic=73987.msg1489544#msg1489544), did the INF team ever UV the Azrael? It's on my todo list.
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... also the normal map is not apparent at all...
Why, because the surface texture isn't visible from 3 klicks away? Contrary to popular opinion, surface noise doesn't need to be implicit in the normal map and I have yet to see a case where it has been done well.
Tech bits and panel lines, that is all a normal map needs for a ship. You don't make a normal map by having the end result looking like somebody rolled silly putty over the diffuse.
I suppose you'd want something more like this:
no, that looks really bad, I was not talking about the hull "dirt" bumps, those are fine enough being only on the spec map, what I'm talking about is the dark panel lines, those IMO should be visible from a decent distance...
same on the Scorpion, I agree it has a bit too much noise on the bump map and not enough emphasis on the panel lines, mjn.mixael maybe try starting off with a white background when creating the normal map and adding on top of that the panel lines in black, and another layer with very low opacity for the noise, to me it seems you are generating the normal map from the diffuse map, so there is not much contrast from the dark body to the dark lines.
these are just suggestions and I don't mean to disrespect, all in all great work, if I had time I would help with the workload :)
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It's my understanding that anything pure white or pure black has the potential to produce artifacts (black specs mainly) in game. So I always do shades of gray.
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*SNIP*
to me it seems you are generating the normal map from the diffuse map, so there is not much contrast from the dark body to the dark lines.
:lol:
There is no way I would ever generate a normal map like that. What's even more funny is that I do generate the normal map with a white background and black lines. (Sorta.. what I do is slightly more complicated than that.. but it's pretty much what you suggest.) Regardless, FSU has the source files so they can be altered if necessary. I'm sure Zacam will fix things up.
Sure would be nice to have the source to some other Shivan fighter craft that shall remain nameless...COUGHMANTICORECOUGH
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manticore PSD file here, all you need to do is ask ;):
http://www.mediafire.com/?7377533ui8u15g1
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As per this post (http://www.hard-light.net/forums/index.php?topic=73987.msg1489544#msg1489544), did the INF team ever UV the Azrael? It's on my todo list.
Nope; the Azrael is all yours, unless you want the Team to UV it for you to texture it. :)
INFTeam
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If anyone has time to spare, that would be awesome! I know Bryon is currently UVing the Shaitan for me.
EDIT: Nephilim in-progress. Still got a crapton of details to add and tweaks to make... but the basics are almost there.
[attachment deleted by ninja]
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Oh nice. :D
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That thing is going to look wickedly evil, nice work.
Blender went haywire midway through mapping the Shaitan and I had to start over from scratch. Some how the blender file itself got corrupted and I could no longer manipulate the mesh. Imported it again and I have gotten back to about where I was before everything went nuts. Should have something for you soon.
How did you get through the other 2 so fast?
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I just lucked out. When I opened the meshes, they were already more than halfway UVd. I just had to unwrap a few spots and pack it.
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The Nephilim looks like it's made out of concrete.
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To be fair:
Still got a crapton of details to add and tweaks to make... but the basics are almost there.
Plus it's only shown from one view.
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The red glow of the Neph looks like ember. Awesome :yes:
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/me likes the red glow on the serrated ridge thing. Looks like it just disembowled a ship and got glowy red shipblood all over it.
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That imagery is going to make them a lot freakier now.
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Azrael?
In the post you linked to, I see Rampage mention "your" Azrael... whose Azrael? Mine? Or did someone else do an Azrael that I don't know about?
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Azrael?
In the post you linked to, I see Rampage mention "your" Azrael... whose Azrael? Mine? Or did someone else do an Azrael that I don't know about?
Nope; the Azrael is all yours* [to do/work on], unless you want the Team to UV it for you to texture it. :)
*mjn.mixael
I hope that clears up the English a bit.
R
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What? No, I was referring to this...
We also have your HTL Azrael in our possession and can UVmap that as well.
Again, whose?
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We have the same Azrael that is in the FSU SVN and thus have no idea on its possible origin. Based on what you're saying, it seems that you made an HTL Azrael, correct?
Thus, it could be yours. And if so, then we'll be working on your model and you will get the credit for contributing to the greater HLP Community.
INFTeam
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I searched SVN for info on whos mesh it is, but couldn't find any relevant information. Perhaps Zacam has that info somewhere.
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The Azrael IS Aardwolf's mesh, actually.
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Ok, cool!
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Any recent progress?
R
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I'm still working on the Nephilim. I had a pretty busy weekend.. It will be finished this week for sure. Then I'll work on the Shaitan, assuming Bryon gets it UV'd.
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Double post to mark as unread.
Here is the Nephilim. The main critique I got was that it doesn't have as many mechanical or techy bits as the retail version. That's true. I tried to capture the same mechanical feel without just slapping techy tiles all over the place. I hope it's a decent compromise.
[attachment deleted by ninja]
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I hope it's a decent compromise.
Yeah. What did you compromise between? Awesome and Gorgeous? Well in that case, yeah, its a good compromise.
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Here's one more screen because I couldn't fit it in my last post.
[attachment deleted by ninja]
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Death-black ships FTW.
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I think it looks awesome and I'm a huge fan of all of your work. I just don't like the blue diamond thing. What is it? It sticks out like a sore thumb. If it was red it would look in place, but the blue makes it look tacked on.
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It's a turret, and it's always looked like that.
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They're the turrets. They're also blue in retail.
Someone hasn't compared with the original before complaining.
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Ok, sorry, I guess I just never noticed them before.
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Yeah.. I'm not really a fan of the blue either.. but that's how it is in retail. I'm also willing to bet that there are those who would complain if I changed them to something that made sense.
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Perhaps you could keep the inner part of the turret blue / white while applying a hull on the outer section?
Or do make it red and see how many complaints rise. It's a rather trivial detail so it would pretty much border along the lines of overreacting to start up a ****storm over something so minute.
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Yeah, in order to avoid WW3 you should leave that turret alone.
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I'm still working on the Nephilim. I had a pretty busy weekend.. It will be finished this week for sure. Then I'll work on the Shaitan, assuming Bryon gets it UV'd.
Nearly finished should have it ready for you by tomorrow afternoon.
Edit: Finished it tonight here is the link containing the UV mapped Shaitan in both blender and .dae formats, enjoy:
http://www.mediafire.com/?o0bn742h71j7o76
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Heck yeah! Texturing on the Shaitan has begun.
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Another double post to show off the Shaitan.
[attachment deleted by ninja]
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Ugly just became awesome.
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Awesome, that's all the shivan fighters and bombers upgraded now then right?
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Pure awesomeness, mjn! Thanks for all your hard work on these Shivan assets!!
R
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marvelous work :cool:
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Amazing.
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Words cannot describe :yes:
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I love going to the last page of a thread like this where everything said is along the lines of 'wow!' and 'awesome!'. You always find something spectacular on that previous page. :D
Excellent work mjn! :D
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Thanks guys.
But don't forget all the work INF (specifically BrotherBryon) in just making these models.
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Is there a model pack we can have?
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Yip. It's called the next MeciaVPs, and, as said everywhere, it will be released when it's released.
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Yip. It's called the next MeciaVPs, and, as said everywhere, it will be released when it's released.
thanks for the heads up :D
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High-poly Astaroth! Audacious fragility has never been so beautiful!
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Emerging from my usual lurking to give a huge BRAVO to everyone involved with the work in this thread. Playing the retail campaigns you probably spend more time looking at shivan strikecraft than anything else and some badly needed a reworking. Fantastic! New MVPs can't come NEARLY fast enough!
:yes: :eek2: :yes: :pimp: :yes:
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New MVPs can't come NEARLY fast enough!
Heh... and you don't even know that half of it ;)
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New MVPs can't come NEARLY fast enough!
Heh... and you don't even know that half of it ;)
Don't stir up a hornets'!