Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Oddgrim on April 01, 2013, 03:26:43 pm
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Started on the gassy miner mesh. c:
GVG Anuket WIP (View in 3D (http://p3d.in/xgh5J))
(http://p3d.in/model_data/snapshot/xgh5J) (http://p3d.in/xgh5J)
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god, it looks so good.
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This is amazing. You make some of the best Vasudan models I've ever seen. Can't wait to see what you do with the Anuket!
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It will be the GVG Anuket I already have some ideas on how to do it. For now those concepts revolve around the mid section and a theoretical approach.
omg
e: will you maintain the animated glow, or is that kind of thing anathema in the new mapping paradigm?
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It will be the GVG Anuket I already have some ideas on how to do it. For now those concepts revolve around the mid section and a theoretical approach.
omg
e: will you maintain the animated glow, or is that kind of thing anathema in the new mapping paradigm?
I believe you mean the animated texture, I don't know why it should not have it. It's perfectly doable as long it's tiled in a separate texture.
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You could do it in the same way the new Charybdis is done, with transparent containers and 3d animated thingies!
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Of course I meant the texture, which depicts a glow. "Will you maintain the arms of the ship?" "I believe you mean the polygonal shapes of the ship" roflmao :)
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I gots started. :p
http://p3d.in/xgh5J
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Dat blade.
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You can cut bread with that :lol: I wonder what ideas do you have for this one.
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Here's an interesting idea... add a cone-like shape within the prongs leading to the centre and have an animated glow making it look like gases are being sucked into it. When its not sucking in gases or in clean space, just disable the glowmap via sexps.
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Here's an interesting idea... add a cone-like shape within the prongs leading to the centre and have an animated glow making it look like gases are being sucked into it. When its not sucking in gases or in clean space, just disable the glowmap via sexps.
This model never appears in nebula missions on the retail campaign IIRC, better focus on some other thing.
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Dude, I wish I was half as productive as you are.
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So.... what happens inside that skeleton?
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I am planning to setup a network of machinery and tanks inside the "skeleton, the outer layer will be glass and supports.
The bridge will be modeled and manned by 3, theres enough room in there, as well of clear flat angles for glass to make it worth it.
http://p3d.in/xgh5J
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FS's first manned capship? Awesome :yes:
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If this leads to people clamoring for full manned bridges behind a pane of glass, I will be thoroughly unimpressed...
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i feel the same
let it be known i am actually a ravana
and that if you start desperately wanting the above, if you somehow manage to get into space, i will shockjump you and ruin your day
because you did a bad thing
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If this leads to people clamoring for full manned bridges behind a pane of glass, I will be thoroughly unimpressed...
I hope not, the anuket being one of few civilian ships I believe it's fitting that the bridge is modelled.
The ship is not a warship that needs massive plates of armour everywhere with blast shielded bridge or what not.
Although it's not _just_ going to be a single plane of glass here :p.. For example modeling inside the helm of an orion is pointless. (close to I suspect) Since it's a bloody hueg warship.
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Well, on a military ship the CIC will not be anywhere near the skin and wouldn't have windows.
There's no need for windows on the bridge of a large starship, so military capships simply won't have them.
On the other hand - civvies like to look at the stars.
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For example modeling inside teh helm of an orion is pointless. (close to I suspect) Since it's a bloody hueg warship.
Teh.
It would be useful for use in something like Star Citizen. Or video briefings. But yeah, obviously not for FSO ingame usage.
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moar model progress http://p3d.in/xgh5J
I started a bit on the tanks inside and sculpting the planes, but most of the time is spent on fixing model topology. :p
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That one mission where you refuel the Colossus will be glorious!
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Dropping some ao bake renders of the finished claw mesh and some work on the tanks. c:
(http://imageshack.us/a/img819/3811/underqw.png)
(http://imageshack.us/a/img255/6816/topxj.png)
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er... da... gre...ahhhh....oooooh......errrrrr...ye.........hmmmm....ahhhh h
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er... da... gre...ahhhh....oooooh......errrrrr...ye.........hmmmm....ahhhh h
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The Claaaaawwwwwwwww!
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(http://i237.photobucket.com/albums/ff309/snipernightowl/Bison_Barf.gif)
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From the side, the bridge looks like a shark leaping out of the water. Now you cannot unsee.
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From the side, the bridge looks like a shark leaping out of the water. Now you cannot unsee.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Misc/shark_zps7ca4bc51.png)
And don't you dare changing it! :D
And I think you sould bake your model AO separetly from the claw, cause the blade is creating a stationary shadow in that image you posted that would not make any sense once the thing is rotating. The rest is good as usual. :yes:
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Megalodon vs Shivan Juggernaut anyone?
I just noticed the crew on the bridge. Is it really necessary to have that much detail? It will look really fake when you stare at them and don't see the crew moving their arms or headz. This why I hate see through cabins.
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I just noticed the crew on the bridge. Is it really necessary to have that much detail? It will look really fake when you stare at them and don't see the crew moving their arms or headz. This why I hate see through cabins.
NO
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You already have fake drag in space. The whole FS setting is made of fake. You're gonna start analysing now ?
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I just noticed the crew on the bridge. Is it really necessary to have that much detail?
Yes.
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Crew on 'bridges' is at least a little bit of a bad idea because it restricts what FREDders can do with it - no derelicts, no boarding parties, etc. But it's no biggie.
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Crew on 'bridges' is at least a little bit of a bad idea because it restricts what FREDders can do with it - no derelicts, no boarding parties, etc. But it's no biggie.
Regarding making a ship derelict I can solve by making the crew models a separate enity you can delete.
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Or perhaps a separate texture that you can change to invisible.
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Make them a destroyable subsystem! (http://i.somethingawful.com/forumsystem/emoticons/emot-black101.gif)
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You already have fake drag in space. The whole FS setting is made of fake. You're gonna start analysing now ?
That's an entirely different situation and trying to equate that to what An4 was talking about is quite silly. It's perfectly reasonable to think that an unmoving person in a bridge looks fake and think the lack of drag is also okay, for example.
aka stop doing this stupid **** where you try to beat the other argument by associating different things as if they're the same and should be treated so
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Let me just add that this model owns, you own for making it
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The claw looks like Thor's helmet.. which makes the model sweeet.
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Kinda reminds me of a chaos marine helmet here :p
Anyhow more progress, the tanks are 2/3 done, brigde half done and started working a bit on the engine area. The sideribs present a problem and saving that for last..
http://p3d.in/xgh5J
edit: Added aobake of the bridge since it's a bit hard to see in p3d.
(http://img836.imageshack.us/img836/6594/brigde.png)
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"Punch it!"
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try to punch it now, http://p3d.in/xgh5J :p
I made a whole lot of geebles, most of the mesh is done just some stuff left on the tank area and engines. Then optimize the mesh some some before I start unrwapping.
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I like what you did with the underside! Actually looks like there's something going on there, rather than just... random colors :P
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Ya know... if you removed the mining equipment & the claw, it could make for a kick ass Vasudan gunship.
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Ya know... if you removed the mining equipment & the claw, it could make for a kick ass Vasudan gunship.
i envision the claw as one biiiiig beam cannon
sure looks like the artillery ship to end all artillery ships
i have no idea how you are doing it oddgrim, but every single one of your ships kicks ass big time
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Thanks guys. c:
A update: http://p3d.in/dljcR
Started to work on how the destructible subsystems would work so far working from the retail data I have added them in the appropriate places.
So far the mesh for Navigation, Communication is done and just barely started on the engine area.
edit: So far for the gunship idea, perhaps so. Would require major adjustments to the mesh, something I will not do. :p
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This is looking like the most detailed ship so far, with destructible stuff and all that.
All your previous models have this feature as well?
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This is looking like the most detailed ship so far, with destructible stuff and all that.
All your previous models have this feature as well?
This will be the first time I am including this, the smaller craft I did not see much of a point of doing it and when the mentu was made I did not know how.
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man, MVP's are gonna kick ass! :pimp:
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This is looking like the most detailed ship so far, with destructible stuff and all that.
All your previous models have this feature as well?
You want to one-up destroyable sub-model subsystems? Add subsystem debris, like the the NTF asteroid base. ;7
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This is looking like the most detailed ship so far, with destructible stuff and all that.
All your previous models have this feature as well?
You want to one-up destroyable sub-model subsystems? Add subsystem debris, like the the NTF asteroid base. ;7
I think that's been done quite a bit.
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It has. Rga's Sath has it. The HTL Arcadia has it. I think one of BW's civ stations has it as well.
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It has. Rga's Sath has it. The HTL Arcadia has it. I think one of BW's civ stations has it as well.
The refinery, thanks to VA.
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http://p3d.in/xgh5J
Time to texture yeeeessssss!
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A Chocolate Anuket bar on sale!
Ignore the above comment. It looks awesome. I will surely download it when you finish it so that I can add it to my HTL models collection. :nod:
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How do you people get to texture stuff so fast? I ******* suck at texturing...
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Short answer: Brushes
Long Answer: You can, in GIMP/Photoshop, draw some shapes then save them (With a selection tool) as a brush. After that it's just a matter of painting them into transparent layers that show off the UVs underneath. There are other ways but this is the first that came to mind.
Edit: The texture looks like it could fit a "cartoon mode" of sorts, it's actually pretty cool.
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AFAIK, Oddgrim is "modelling" his textures. I'm not familiar with this stuff, but it seems to be one of the best ways. Awesome model BTW, I'm sure the textures will be as cool as model :yes:
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A Chocolate Anuket bar on sale!
Ignore the above comment. It looks awesome. I will surely download it when you finish it so that I can add it to my HTL models collection. :nod:
Nice and tasty exploding sweets :p
How do you people get to texture stuff so fast? I ******* suck at texturing...
Time, practice, and maybe the most important thing of all: Knowing what works and what does not.
AFAIK, Oddgrim is "modelling" his textures. I'm not familiar with this stuff, but it seems to be one of the best ways. Awesome model BTW, I'm sure the textures will be as cool as model :yes:
Thanks! Indeed, its to compliment the model mesh best way possible.
Update: Work in progress Normals/shine added, more texturing and adjustments.
I am planning to add vasudan-like markings on a few areas to spice up the boring palette.
http://p3d.in/xgh5J
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A Chocolate Anuket bar on sale!
http://www.shinyshack.com/category.php?catid=153cn=Popping
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Very nice work :)
Might it make sense to add a bit of color variation to the large scaly plates? As it is the sheer amount of that one color seems a little dominating.
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Very nice work :)
Might it make sense to add a bit of color variation to the large scaly plates? As it is the sheer amount of that one color seems a little dominating.
The retail texture has some horrible VERY grainy texture in for some reason I can't understand and just looks dreadful, but it does however have green in it which I will try to implement.
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The retail texture has some horrible VERY grainy texture in for some reason I can't understand and just looks dreadful, but it does however have green in it which I will try to implement.
Actually that's something I already noticed in some of your textures, most glaringly on the Mentu. The original models' textures had that grainy noise, but that gives some hue variation to the textures, making them more "rich". Your HTL textures lack that richness, precisely because thay lack that noise. My opinion of course, take it or leave it ;)
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I am planning to add vasudan-like markings on a few areas to spice up the boring palette.
It'd be cool if we had an entirely functional and complete Vasudan language to work with. That way, we could actually have nameplates for Vasudan ships in their own written language.
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You can always hand wave it by adding a second (and complete) Vasudan alphabet.
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I am planning to add vasudan-like markings on a few areas to spice up the boring palette.
It'd be cool if we had an entirely functional and complete Vasudan language to work with. That way, we could actually have nameplates for Vasudan ships in their own written language.
We do! (http://www.hard-light.net/forums/index.php/topic,57704.0.html) Well, the font used isn't attached to that post anymore, but I think it's floating around the Vasudan language page (http://holonet.hard-light.net/vasudan_wotd.php) on the ST:R Holonet site.
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oh god, that's so cool. Vasudan nameplates f*** yea!
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The model looks freaking amazing.
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I don't think the Vasudan font is available for download (http://holonet.hard-light.net/vasletter.ttf) anywhere. You'd have to see if Goob or someone still has a copy.
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I don't think the Vasudan font is available for download (http://holonet.hard-light.net/vasletter.ttf) anywhere. You'd have to see if Goob or someone still has a copy.
Yo', thanks :yes:
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Thanks for the font link, it will help me a lot c:
Anyhow, moar progress. Working on detailing the underside with normals some mesh and uvmap adjustments.
http://p3d.in/xgh5J
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If I am correct you have written 'air' on the underside plates and 'tr' on the above plates in vasudan lettering.
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Don't want to make you upset but I don't particularly like the green tone you've added to the main hull plating, and I'm not a fan of the blue themed machinery part on the back. It's like it doesn't stick to the overall ship design, or maybe not that vasudany?
Of course if you keep it I'll shut my mouth, you're too good in model design to be wrong and me correct.
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Yeah, the brown parts are just awesome, but the green shade looks a bit like a compression artifact[if you know what I mean] and the blue seems well too saturated and probably too bright.
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Don't want to make you upset but I don't particularly like the green tone you've added to the main hull plating, and I'm not a fan of the blue themed machinery part on the back. It's like it doesn't stick to the overall ship design, or maybe not that vasudany?
Of course if you keep it I'll shut my mouth, you're too good in model design to be wrong and me correct.
All up to personal preference I suppose, but the blue parts stays just like in the retail model.
Yeah, the brown parts are just awesome, but the green shade looks a bit like a compression artifact[if you know what I mean] and the blue seems well too saturated and probably too bright.
I honestly believe that the green parts is a good emulation of the original retail texture. And by the way compering the green tint to a compression artifact is a bit mean is it not? :p
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I'm not saying your textures look like compression artifacts. Just the way the green fades from the brown, but in such case just don't mind this comparison. I only wished to support the opinion of it feeling a bit off, unnatural.
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I'm gonna say it: the retail textures were made ugly by the green rust, why not try something else? :warp: :headz: (Like a smoother transition gradient?)
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were made ugly by the green rust
"Ugly" is not an objective adjective. You say it's "ugly", I say it's "beautiful" and "visually rich" :P
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were made ugly by the green rust
"Ugly" is not an objective adjective. You say it's "ugly", I say it's "sick" and "visually repugnant" :P
Fixed :D
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Personally, I like the green. Plus, it's refreshing to see a FSU member fighting to keep something closer to retail. :D
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Plus, it's refreshing to see a FSU member fighting to keep something closer to retail. :D
^This^
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Started on the gassy miner mesh. c:
GVG Anuket WIP (View in 3D (http://p3d.in/xgh5J))
(http://p3d.in/model_data/snapshot/xgh5J) (http://p3d.in/xgh5J)
While rotating the model, I had the faintest impression that, if the forks at the front were removed, you'd get a cruiser with an obscenely large beam cannon... ;)
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so whats happening with this oddgrim, have not heard anything about this for a bit
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Well, its been buried under other stuff happening and more pressing projects.
Hopefully I can get back to this soon-ish. c:
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ok cheers