Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: An4ximandros on February 21, 2013, 02:34:33 pm

Title: An4x's Modeling Shenanigans
Post by: An4ximandros on February 21, 2013, 02:34:33 pm
 Gotta start somewhere, right? Fire away!*

*This is the first model I've ever shown in public, any advice is welcome. :nod:

Edit: Removed dead links in all posts.
Title: Re: An4x's Modeling Shenanigans
Post by: MatthTheGeek on February 21, 2013, 02:50:59 pm
It's pretty cool. I like.

Thumbs up for p3d use.
Title: Re: An4x's Modeling Shenanigans
Post by: The Dagger on February 21, 2013, 03:20:00 pm
Is this an HTL of the GTSD Anchorage (http://www.hard-light.net/wiki/index.php/GTSD_Anchorage)?
Looks really good so far. My only critique is that  the front antennae connections to the hull look a bit akward. Keep up the good work  :yes:.
Title: Re: An4x's Modeling Shenanigans
Post by: Nyctaeus on February 21, 2013, 03:31:19 pm
Is this an HTL of the GTSD Anchorage (http://www.hard-light.net/wiki/index.php/GTSD_Anchorage)?
Definitely not :P, but this model is cool too
Title: Re: An4x's Modeling Shenanigans
Post by: esarai on February 21, 2013, 03:35:31 pm
not quite of the Anchorage.  If i remember the Anchorage had a much more vertically asymmetric design.

But the ship itself is pretty cool.  Could use with more hull details, but still a nice first start for what appears to be a strike carrier.

Title: Re: An4x's Modeling Shenanigans
Post by: Trivial Psychic on February 21, 2013, 06:01:09 pm
It looks somewhat B5'ish.
Title: Re: An4x's Modeling Shenanigans
Post by: Black Wolf on February 21, 2013, 06:18:17 pm
 :no:
Thumbs up for p3d use

Thumbs down for not providing a picture so we can see it on mobiles. :no:
Title: Re: An4x's Modeling Shenanigans
Post by: Crybertrance on February 22, 2013, 12:18:54 am
This looks boss! Well done so far! :yes:
Title: Re: An4x's Modeling Shenanigans
Post by: MatthTheGeek on February 22, 2013, 04:23:53 am
Thumbs down for not providing a picture so we can see it on mobiles. :no:
How is it suddenly his fault if you're not using a proper web device. Are you trying to start something or what.
Title: Re: An4x's Modeling Shenanigans
Post by: headdie on February 22, 2013, 04:43:11 am
Looking good so far, be interesting to see how this works out
Title: Re: An4x's Modeling Shenanigans
Post by: Colonol Dekker on February 22, 2013, 05:32:50 am
:no:
Thumbs up for p3d use

Thumbs down for not providing a picture so we can see it on mobiles. :no:

Works fine on my Xperia S.
Title: Re: An4x's Modeling Shenanigans
Post by: AndrewofDoom on February 22, 2013, 10:37:15 am
Looks pretty good. I just may end up wanting to texture it too!
Title: Re: An4x's Modeling Shenanigans
Post by: SypheDMar on February 22, 2013, 01:50:35 pm
Thumbs down for not providing a picture so we can see it on mobiles. :no:
How is it suddenly his fault if you're not using a proper web device. Are you trying to start something or what.
I don't think he means it that way. That said, I can imagine current phone/tablet users who want to see the models early to prefer at least one picture until they get home.
Title: Re: An4x's Modeling Shenanigans
Post by: ShadowWolf_IH on February 23, 2013, 06:19:14 pm
I don't think he means it that way. That said, I can imagine current phone/tablet users who want to see the models early to prefer at least one picture until they get home.

Seconded.
Title: Re: An4x's Modeling Shenanigans
Post by: mjn.mixael on February 23, 2013, 07:10:46 pm
:no:
Thumbs up for p3d use

Thumbs down for not providing a picture so we can see it on mobiles. :no:

This fixed it for me on my tablet and phone... not sure if there's a way to do it on iOS though. http://blog.tojicode.com/2013/01/get-webgl-working-on-android-chrome-beta.html (http://blog.tojicode.com/2013/01/get-webgl-working-on-android-chrome-beta.html)
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on February 23, 2013, 07:22:29 pm
Just so you know guys, I am listening. Future updates will be made up of pics for small changes and P3d links for big ones.
Title: Re: An4x's Modeling Shenanigans
Post by: Black Wolf on February 23, 2013, 08:48:18 pm
:no:
Thumbs up for p3d use

Thumbs down for not providing a picture so we can see it on mobiles. :no:

This fixed it for me on my tablet and phone... not sure if there's a way to do it on iOS though. http://blog.tojicode.com/2013/01/get-webgl-working-on-android-chrome-beta.html (http://blog.tojicode.com/2013/01/get-webgl-working-on-android-chrome-beta.html)

Nokia 920 and windows phone here. Thanks for the effort though. :p
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on February 24, 2013, 12:23:28 am
 Update:

 Got rid of some old cannibalized parts from discarded projects, including a Karuna wannabe I did as a hobby to practice my modeling skills. (Those tubes you see in the original link)

 I have settled on a class: Strike Carrier-Auxiliary Logistics. Yes, I invented that. I did not like the existing designations as they felt too confusing or under descriptive of the ship's role(s)

 It still needs a name though.

EDIT: For the P3d forsaken:

(http://imageshack.us/a/img812/4428/an4xwip1.png)


Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on February 27, 2013, 11:44:20 pm
 - Updated the carrier again.

 And I bought 3 new things for you to see. Which are gone from P3d now, Mwahahha!
Title: Re: An4x's Modeling Shenanigans
Post by: Colonol Dekker on February 28, 2013, 03:19:23 am
I absolutely LOVE THIS CARRIER!!!!!!!!!!!!!!
Shield projector plates on the side :3

It's like a hybrid tcs midway/coalition cruiser #fap fap fap#
Title: Re: So I herd u liek Noah Ships
Post by: An4ximandros on March 04, 2013, 11:39:56 am
:dead:
Title: Re: An4x's Modeling Shenanigans
Post by: esarai on March 04, 2013, 03:09:56 pm
That's a sexy cruiser right there.
Title: Re: An4x's Modeling Shenanigans
Post by: MatthTheGeek on March 05, 2013, 02:02:25 am
Nexus has some cool designs. Looking good so far.
Title: Re: Ich muss mache Kreuzer
Post by: An4ximandros on March 10, 2013, 01:17:09 am
Links Capella'd.
Title: Re: An4x's Modeling Shenanigans
Post by: headdie on March 10, 2013, 03:15:57 am
NoahCruTribute looks awesome
Patrol looks strange with the long cannons, they kind of look vulnerable but otherwise looking good
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 11, 2013, 08:30:50 pm
Nuked the carrier and started (almost) over with it. Deadus Linkus

 I have also picked a name for it: Iakhsari, a Georgian mythology hero.
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 14, 2013, 06:24:12 pm
Both Links, Five Ships, All dead.
Title: Re: An4x's Modeling Shenanigans
Post by: BengalTiger on March 16, 2013, 10:27:36 am
Any story/descriptions to go with these?
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 16, 2013, 11:47:45 am
 
Quote
The Iakhsari was the brainchild of Miervaldis Abaroa.
 After the massive loss of life at Capella, it became clear to the GTVA that significant restructuring of their fleet structure was necessary.
 By the request of Admiral Heiko Musil Thiha, who launched the "Maximum Mobility Initiative", a restructuring of the Galactic Terran Vasudan Space Defense Fleet in order to maximize the salvage capacity of military resources from overwhelming Shivan assaults, the Iakhsari was designed to fulfill the role of both a carrier and an auxiliary logistics craft in his new battlegroup deployments.
 The ship is expected to enter it's testing phase by 2374, successful results are expected to increase the Security Council's resource allocation for 'unorthodox' fleet projects and new strategic responses to Shivan invasions.
First time doing this. How good is it?
Title: Re: An4x's Modeling Shenanigans
Post by: BengalTiger on March 17, 2013, 08:02:55 am
Now you have a story element for the tech descriptions on all the other ships (all being elements of the "MMI", post Capella environment, and an open door for commando style ships to complement these here). They'll come as a group working together in shape, function and lore.
Title: Re: Introducing...
Post by: An4ximandros on March 18, 2013, 05:08:40 pm
Updated my UEF wannabe ship and picked a name for it. I present to you the Fg Gandiva. EDIT: The link is gone, six.
Title: Re: An4x's Modeling Shenanigans
Post by: AndrewofDoom on March 18, 2013, 09:27:00 pm
I've been looking for a replacement for the Hyperion in Dimensional Eclipse. This may do the job...if you can finish it. I'll gladly texture it for you if you need that.
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 18, 2013, 10:30:54 pm
Depends, I suck at UVW's. Know anyone that can help me with that? I'll do it myself eventually, but outside help would speed things up.
Title: Re: An4x's Modeling Shenanigans
Post by: AndrewofDoom on March 20, 2013, 08:09:53 am
Well if no one is willing to do it, I'll do it myself if need be. But, I think it would be best for you to learn to UV map.
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 24, 2013, 02:07:30 pm
*Nuked*
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 24, 2013, 11:55:40 pm
 Sorry for the double post, but can anyone tell me what's the recommended poly count for turrets? Of all types? (Beam, Multi-part, etc.)
Title: Re: An4x's Modeling Shenanigans
Post by: headdie on March 25, 2013, 01:52:08 am
afaik there is none, its mostly watch the poly count on the whole ship.
Title: Re: An4x's Modeling Shenanigans
Post by: Nyctaeus on March 25, 2013, 06:30:33 am
...but don't waste 10k polys on single small turret. Like UEA Oculus with it's 22k polys. Only 9,3k are from the main model, rest are from two tilemapped multiparts, almost unoticable ingame, but this is still a lot of polys.
Title: Re: An4x's Modeling Shenanigans
Post by: esarai on March 25, 2013, 07:33:51 am
Yeah, the level of detail on the turrets is mostly dependent on how large the ship is and how large the gun is.  Really the only worthwhile judgment is 'whatever it takes to get the look you want without adding details that won't be noticeable in-game.'
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on March 31, 2013, 10:17:02 pm
 I updated the Noah Cruiser; turned it into a Corvette for Freespace. I also decided that the mesh is pretty much final unless I get some feedback on ways to improve it majorly. All future detail to be added will go to the texture maps.

 I modeled it some turrets I drew a long time ago and had no use for. I will probably use them on the destroyer (Cruiser) as well.

 Armaments will be: 4 Dual Missile Launchers, 4 "Energy" Flak (I will eventually code), 4 Cannons (I will eventually code) & 2 AAAs
Title: Re: An4x's Modeling Shenanigans
Post by: MatthTheGeek on April 01, 2013, 01:08:07 am
Tenebra features energy flak for Vasudans if you want something to base yourself on.
Title: I Lied!
Post by: An4ximandros on April 01, 2013, 10:06:31 pm
Hades' "FINISHING MODELS IS OVERRATED" is contagious.
 
 Updated NCorvette:
 -Turned the missile launchers into 4 Quad turrets;
 -Made new cannon models;
 -Added 2 custom AAAs;
 -Turned the top antennae into 4 Mass Drivers.

 New model: http://p3d.in/eODF8

 I added the MDs and upgraded the MLs to give it more Corvette scale firepower.
Title: Re: An4x's Modeling Shenanigans
Post by: Nyctaeus on April 02, 2013, 12:30:04 pm
I would like to see it rather as a cruiser. Otherwise, great work :yes:
Title: Re: An4x's Modeling Shenanigans
Post by: Black Wolf on April 02, 2013, 07:52:02 pm
Hades' "FINISHING MODELS IS OVERRATED" is contagious.

Oh no! Anax is Hades Incompletion Virus positive! Watch out, or it'll develop into full blown HAIDS.
Title: Re: An4x's Modeling Shenanigans
Post by: Axem on April 02, 2013, 08:55:11 pm
Not Hades Artistic Inaction Development Syndrome!
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on April 02, 2013, 09:02:18 pm
I would like to see it rather as a cruiser. Otherwise, great work :yes:
Thing is, I already have the other Noah ship (Destroyer) as a cruiser, given their difference in size I felt it would work better as a Cruiser & Corvette duo. I could make them both cruisers and pull a BP. IE: using a rolling pin in the destroyer. :p Or just make it a gunship.
Title: Re: An4x's Modeling Shenanigans
Post by: Darius on April 03, 2013, 07:14:43 am
Keep it Noah dimensions. Those wishing stretchy destroyers can do it easily in pcs2.
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on April 09, 2013, 03:34:32 pm
I upgraded this thingy: http://p3d.in/0wf1e

Edit: just noticed the hole. My bad, forgot to displace that part.
Title: Re: An4x's Modeling Shenanigans
Post by: BritishShivans on April 10, 2013, 12:18:41 am
Oh hey, that looks pretty cool. I think you should get rid of some of the open spaces, it kinda detracts from the BEEG GUHN
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on April 17, 2013, 08:56:38 pm
 So I made my first ship as part of a TC I've been thinking about for a while now. http://p3d.in/XcP9Q It's a huge shipyard, starbase type of vessel. I am still thinking of how to categorize the craft levels, as they are many. For now I am using an alternate name for battleship, but it does not really fit there.

 The scale of the vessel was inspired by the gigantic derelicts scattered thought the Homeworld games (though not as gigafukhtastic as some of them get.) The ideas is that the large berths are where things such as fleet command vessels and true "battleships" are fabricated. The small hangars are essentially to transport resources or cargo through outside the ship, as there are massive gaps for construction sites inside.

 This is still very much a WIP, and will most likely be built upon as my other models progress. Good news on the Noah ships is that I've found tools to make UVs easier. PolyUnwrapper (http://www.polytools3d.com/polyunwrapper/) is the one I am using at the moment. I've started UVing the Noah Cruiser.
Title: Re: A Problem.
Post by: An4ximandros on April 22, 2013, 08:32:51 pm
 I've gotten into an "artist's block" and I've been unable to continue work on the Gandiva or Iakh. In fact, I've even rebuilt the damn things from near scratch at least thrice (I have backups of the old models.) Since I can't seem to get anywhere and my exam season begins this Friday (officially...) Would anyone be interested in grabbing the models and toying with them? If so, I can put them up for download.

 The rest of the stuff is moving along fine.
Title: Re: An4x's Modeling Shenanigans
Post by: AndrewofDoom on April 23, 2013, 11:10:31 am
I'll be more than happy to take a look at them. :D
Title: All right, I'm back...
Post by: An4ximandros on August 03, 2013, 12:50:03 pm
...And in need of help; I am having a really hard time coming up with a texture for this thing:

Edit for clarity: I decided to start texturing with a simpler ship, thing is... I have no idea what to do! :(
Title: Re: An4x's Modeling Shenanigans
Post by: Rodo on August 03, 2013, 06:59:49 pm
Well what will it be?, Vasudan, Terran?
Title: Re: An4x's Modeling Shenanigans
Post by: Black Wolf on August 03, 2013, 07:35:19 pm
Counterintuitively, it's sometimes harder to get started texturing on a simple ship than a more complex one. The reason for this (or at least, the reason I always had) is that, when you have very simple geometry, you're relying almost entirely on the texture to produce a reasonable level of detail in the overall model. That means that the texture normally has to be a bit more complex, which, if not supported by geometry, makes it look somewhat odd.

So there are two options here (Both are asusming it's UVed). One is to make a simple texture and accept it for what it is. This isn't always a bad thing - I followed that path when I made the texture for the Albanus (http://www.hard-light.net/wiki/index.php/GTFr_Albanus). You can see, there are a lot of relatively solid colours following the geometry, with detail provided in a few small areas of higher detail (the danger stripes on the cargo dividers, the glowmapped windows etc.), as well as a small number of distinct panels, and a high amount of granularity on the textures. This effect was (IIRC) mostly achieved by using high res photos/downloaded textures to fill large areas, then various layers and details were applied over the top. This is most pronounced on the front of the ship - see all those lines running side to side? They were initially pasted on and then heavily edited.

Option 2 is to increase the detail of the ship. The quickest and easiest way I've come up with to do this is to generate some greebles, UV and texture them (The greebles will ultimately be small, simple parts of your mesh, so the textures can be similarly basic (i.e. easy to do) and still look good), remembering to sneak the UV for the greebles into holes in the existing UV Map, so you can keep your texture count to one or two, and then place them - often in more than one place on the mesh. The increased model detail will take the pressure off the texture, and, when your ship is covered in textured greebles, you might get inspired as to how the rest of it should look. For specific ideas, I'd say you could put little trapezoids or buttons on the port and starboard of each of the five "ribs" (or alternatively, some little rectangular bits where windows could be added), you could add some big exposed engines to the rear, you could add some pipes or a "handle" running from the front to the back, you could add an exposed bridge, some antennae or rotating radar dishes, or a couple of big multipart turrets.

Finally, the only specific texture generation ideas I would give to help you get started would be to look at he design of the ship. I'm basically seeing 2 sections - the "armoured" majority of the ship, and the recessed minority. You can probably get away with a repetitive texture on the recessed part, something to increase the visual distinction between it and the outside.

A good way to get started is to use colour blocks. Pick the areas of your ship you want to separate visually, and colour them in a solid colour (on a separate layer of course). There are some other areas that you can do this to other than the recessed parts - I'm seeing the extruded "arrowheads" on the top and bottom of the bow, the curve-topped rectangles over the rear, the individual ribs, the doodads at the very front and very back, and the inside of recessed parts. Pick your colours here and you'll be well on your way to defining how the final visual look will work, which is a good way to find inspiration.
Title: Re: An4x's Modeling Shenanigans
Post by: whitearrow on August 06, 2013, 10:45:25 am
An4x, I'd like to see your models but whatever p3d link I click on leads always to an error page... 
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on August 06, 2013, 01:53:50 pm
Because I killed them all, arrow...

Black Wolf, I decided to go back and add more details, thank you very much for your input! :)

Just updated the model; added some more detail, like the faux-crane for the "rib holds" and the antennae.

For the curious about how the crane works: (http://cdn.memegenerator.net/instances/400x/37596961.jpg)
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on August 07, 2013, 01:11:20 pm
It lives.
Title: Re: An4x's Modeling Shenanigans
Post by: Colonol Dekker on August 08, 2013, 02:57:09 am
 :pimp: :yes:
Title: Re: An4x's Modeling Shenanigans
Post by: yuezhi on August 16, 2013, 12:15:20 am
Happy birthday An4x!
Title: Re: An4x's Modeling Shenanigans
Post by: Unknown Target on August 16, 2013, 07:30:45 am
Cool. :) Reminds me of Nexus: The Jupiter Incident in a way.
Title: Re: An4x's Modeling Shenanigans
Post by: AdmiralRalwood on August 16, 2013, 02:17:29 pm
Cool. :) Reminds me of Nexus: The Jupiter Incident in a way.
"In a way"? It's clearly a Noah cruiser (http://images.wikia.com/starships/images/a/a1/Human_cruiser.jpg).
Title: Re: An4x's Modeling Shenanigans
Post by: An4ximandros on October 09, 2013, 12:47:23 am
So I am coming back to this. After a long wait, I have started cleaning up the cruiser and I am reading how to UV. This will be a most horribly amusing month.

EDIT: 1K posts, yay.