Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: starbug on September 07, 2014, 09:46:37 am
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2/3/15 Thanks to the very kind efforts and generosity of Darius the Tython Battlecruiser has been released!! see page 2 Now the tables supplied are designed for BluePlanet 2 so if you want it to work in vanilla FS2, you will need to change the tbl accordingly
Link http://www.mediafire.com/download/5ttf3bfq5pw4fao/TythonBC.7z
15/10 UPDATE SHES IN GAME!!!! and everything on the model seems to be ok, scaling is fine double checked that the figthers and bombers can use the fighter bay. Just need to set up the turrets and glowpoints, paths etc. One thing i have noticed is that the thruster glows are for some reason offset from the model and i dont know why, they arent in pcs2.
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_2_RC1_SSE2014-10-1520-50-49-20_zps40c01ea4.jpg)
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_2_RC1_SSE2014-10-1520-51-28-10_zpsfc1d0d62.jpg)
4/10 UPDATE More work on the Hull plating, will it never end LOL. Really happy with how the texturing is coming along, pretty proud of it.
3/10 UPDATE, Added more turrets, modelling is complete and done. Started texturing after unwrapping the main hull 3 times. I am happy with the way its coming but could use some feedback, yes i know i am using a lot of b5 textures. The Upper blue armor is progressing slowly as i have never really done armor plating before, any tips for that?
17/9 UPDATE, Added more details to the hull, and slighty altered the front nose, think i am ready to start the texturing of this thing unless anyone has any major points for the hull?
Just thought i would show of a peek of a Battlecruiser i am working on for a personal mod i am creating in an attempt to improve my modelling/texture skills and to understand modding FS2. So here is the Terran Federation Tython class battlecruiser, to quote Cap Picard "shes a Predator". The way ship designations are going to work in this mod is Destroyer -> Frigate -> Cruiser. So i am pretty happy with how the mainhull has turned out, i have taken inspiration from the Higarran destroyer, B5 Warlock, Steve-O's vexor. As they are some of my favourite ship designs and have come up with this. Now being that this is the first big capship i am properly working on i am not going to go crazy on details, as i am not to good at UV'ing, hence the reason for doing this.
Now i'm not asking for people to do the UV's for me, as i want to learn to do it myself. But i do need some advice and tips on UV something like this, I have seen some models with multiple UVs on a mesh but i am not sure how to do those, something i wasn't taught on my 3d modelling Uni course.
So does anyone have any tips/advice for me on UV'ing a Capital Class ship? Oh yeah i am working with 3ds max 2014.
EDIT: Have now uploaded it to p3d, and added some more details.
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No body have any feedback or advice?
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I wonder why did I miss this. Overall shape is pretty good. Reminds me Infinity warship from Halo series rather than Vexor, but also definitely has Warlock feel. I hope this is not finished product and you are going to add much more details, yeah?
As for the UV, I don't know how to make things in 3ds Max, but rules regarding UVing capitalships are the same in every program. I need some information. How long it's gonna be? And how many polys it's supposed to have?
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Yeah got more details to add, haha funny never actually played a halo game no joke. At the moment the length is 2000m, just a tad bigger than a Warlock Destroyer from B5. Poly count is 2500. So got a lot to play with, but not going to go OTT for my first capital. I am setting a limit of 7500. Those were the limits set to us at uni for assignments, as i want the textures to bring out the detail. What are the rules for Capship uv's and texturing? everything i find is for figthers and bombers.
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UV mapping a capital ship isn't too different than a fighter, its just a larger jigsaw puzzle! So keep the map count low (at 7500 you should be okay on 1 map still), but its reasonable to let subobjects like turrets and rotating dishes have their own map.
For the ship itself, its a good start, I love that engine block! I like the slanted armor panels on top too, and I think if you add more of those on the bottom it would look nice. But the front is a little weird in my opinion. That top part just juts out and the part under it is just a flat box. The shape needs work there so its not just a 90 degree angle there. Maybe bring out the bottom a bit forward, or bevel the sides, or add a "bottom" that extrudes out as well.
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Pardon lack of feedback had intended to give but was under impression you wanted only responses with the UV-mapping advice (which can't give with max sadly). I really like the look of it so far (am a fan of blocky Tev ships), especially how you've got the armour slightly jutting out on the sides as if it's been placed over the top. Not sure about the 'jaw' at the front bottom jutting out so much (feels out of place to me) but perhaps later in development it'll look better. Agree with Axem on the engine block too btw; looks perfect I'd vote :yes:.
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Hi guys thanks for the feedback, really helpful :) :). So i have done a wee bit of work on it today, and have added more detail, slightly altered the front section and got turret placement started Turret credit to Steve-O.
So i have done work on the bridge section, added in antenna's and a docking port at the back.
(http://i621.photobucket.com/albums/tt300/Dalek-seth/TythonBattlecruiser06_zps13beb4d2.jpg)
Added a bit more support and detail to the engine section
(http://i621.photobucket.com/albums/tt300/Dalek-seth/TythonBattlecruiser03_zps19df381b.jpg)
Lots of antenna's
(http://i621.photobucket.com/albums/tt300/Dalek-seth/TythonBattlecruiser05_zps009897e3.jpg)
Poly count with the turrets has taken it up to 26000.
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Using Steve-O's cannons, I see. :) Good choice, you can use his turrets for everything, I think. He made a nice selection, I especially like the cannons and the small AA turrets.
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Yeah, his turrets fit the design and the lore background of the mod. Quick question does the 20,000 poly count on wiki, is that the whole model including turrerts and subobjects or just the main hull model?
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Don't bother with polygon limits too much. Textures are a drag on performance, polygons less so. Just make it look good, it's a 2km long ship, the details are going to be large, and it's not going to appear in big groups, either. FSO will handle it. Scooby Doo makes fighters at near 100k polies, and they work if you don't spam them.
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Alrough the guns are a little bit too big, I love this design :yes:
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Thanks Betrayal :), must admit this design was not how i originally intended it to look, but the current one i just took to my heart. Anyway i have started the dreaded process of UVwrapping, one thing i always hated doing at uni and still do today, like modelling, texturing and animating but hate UV'in but gotta learn. Also added more turrets and a VLS launcher.
VLS Launchers
(http://i621.photobucket.com/albums/tt300/Dalek-seth/TythonBattlecruiser07_zpsb72b1004.jpg)
(http://i621.photobucket.com/albums/tt300/Dalek-seth/TythonBattlecruiser08_zps49636bde.jpg)
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Can you post a P3D, please? It makes it easier for us to get an idea of the shape/proportions/details which in turn makes it easier to praise or criticize aspects of the model.
That being said, I like where this is going. It reminds me of the Halo 1/2 ship aesthetic mixed with Babylon 5's Warlock.
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Added it to P3D for people to view
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Added it to P3D for people to view
The p3d imbedding in the site doesn't want anything but the model ID from the side, being the random slew of numbers and letters at the end of the url. I'll look at this more in depth tomorrow when I actually have some sleep though, cheers.
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ah right ok, sorted. wasnt 100% sure what was needed in the imbedding.
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Neat, I like it. One thing, though. The small turrets seem to be using the old, outdated version. The latest Hyperion has much better ones.
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Cool, i will at the updated version on the turrets :)
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Now I can see the p3d, I can confirm I approve this! :yes:
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update see 1st post :)
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It seems to not have enough light turrets. The small, two-barrel ones, that is. I suggest replacing the old Steve-O's turrets with the new ones, too. Maybe you could even PM someone from BP team, Steve-O made a revised version of Vexor with turrets all mapped into one texture (dunno if it was ever released, but the team definitely has the model), which is a very good thing, even if the main cannons won't be able to use the combined texture. In general, the ship seems lacking in AA coverage. I'd say, a few (2-3) missile turrets and more light guns are definitely in order. Especially on the topside. Flak coverage seems good, at least, but this is no good at shooting down torpedoes.
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Yeah im still working on the turret coverage, there will be no beams on it as in this mini mod the Human faction has no access to beam weapons. everything is Mass drivers, rail guns etc. Also i kind of purposely want the AA coverage to weak, as this ship is purely a predator of capital ships, but will suck at AA. Will add some more but don't want to many. :) As the anti fighter thats down to the destroyer's as in my mind the Cruiser will be escorted by a couple of destroyers to give AA coverage as well as its own small fighter bay.
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It should have at least full PD turret coverage. It doesn't have to be much, but avoid big, obvious blind spots from which one can torpedo it with impunity (well, you can have one directly behind the engines, but that's it). If not too shot up, it should be able to kill a bunch of torpedoes coming it's way just fine.
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Well i have started texturing this ship, mainly been working on the bridge section today, i am not going to lie, im not brilliant at UV'in or texturing ships so this may take me a while. She also has about 40 turrets now, mainly for dealing capital ship punishment for the Imperial Terran Navy.
Edit also i know 2 of the antenna's are slight out of posistion dunno why that is in max they are not that far out.
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And still nothing to take out torpedoes coming at it's top midsection (including the bloody bridge)... I see you added a few flak cannons, perhaps even too many. Also, those "pedestals" look like they should have a turret on both sides. Not to mention really, use the new turrets. The old ones look horrible. I like this ship, but it really needs more antimissile defenses, as opposed to flak guns. It's odd when you can just fly across a ship's topside or whatever and shoot it full of torpedoes at your leisure. From the top, you've got 2km between the two AA turrets, and those can't even hit torpedoes (in fact, if you want weak AA, I'd go lighter on those, rather than depriving it of light PD guns). I'm not sure if you're adding any sort of turret pedestals or anything, but adding them after texturing might be more troublesome than before.
A large battleship fitting with Steve-O's fleetpack would be really useful, but it'd be nice if the weapon layout didn't leave large areas of the ship exposed to missile hits.
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3/10 UPDATE, Added more turrets, modelling is complete and done. Started texturing after unwrapping the main hull 3 times. I am happy with the way its coming but could use some feedback, yes i know i am using a lot of b5 textures. The Upper blue armor is progressing slowly as i have never really done armor plating before, any tips for that?
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Very nice ship. I like it.
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The parts that are panelled look great!
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If you are using Gimp, you can try to use Bump Mapping option to make your hull plating more realistic and more 3D like. I really like the result :yes:
Do I see Stratcomm's beam cannon texture inside thusters? :P
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Yeah it is I couldn't find another texture that fits and the ones I tried to make were well crap. I use photoshop CS6 for the textures.
does anyone have any suggestions for improving the panelling effect
Thanks for the kind comments
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Delicious.
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4/10 UPDATE SEE 1ST POST More work on the Hull plating, will it never end LOL. Really happy with how the texturing is coming along, pretty proud of it.
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It looks terrific thus far! Really looking forward to release :D
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15/10 UPDATE SHES IN GAME!!!! and everything on the model seems to be ok, scaling is fine double checked that the figthers and bombers can use the fighter bay. Just need to set up the turrets and glowpoints, paths etc. One thing i have noticed is that the thruster glows are for some reason offset from the model and i dont know why, they arent in pcs2.
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_2_RC1_SSE2014-10-1520-50-49-20_zps40c01ea4.jpg)
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_2_RC1_SSE2014-10-1520-51-28-10_zpsfc1d0d62.jpg)
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I thought I'd posted in this thread, but apparently I never did. Sorry.
Anyway, I've been quietly watching. I do like this design, and I'm glad to see it in game. It looks great. :nod:
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Remove offset of LOD0 of the model in PCS2. You might need to reimport the model from your program if the centerpoint is set badly. You can do it also via Transform option.
Lovely beast! :yes:
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So what's the name "Tython" supposed to be? Google says it's a place in the Star Wars EU, and that's about it.
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Looks good to far. I would like the ship to be a little beefier (wider), though, would remind me more of the Spirit of Fire or the Infinity from the Halo games, which would make me extremely happy. It looks very nice so far, though different from the usual designs I like. Will be interesting to see how it further develops.
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Seeing as this baby was so tantalisingly close to being ingame-ready, I asked starbug what I could do to help.
Turns out all it needed was some pathing, subsystems and thrusters.
(http://i.imgur.com/5BBm2BG.jpg)
Get it here: http://www.mediafire.com/download/5ttf3bfq5pw4fao/TythonBC.7z
Added a few flavours of my own like radar dishes along the hull, and the table I supplied uses stats and loadout from Blue Planet. However, interested modders should be able to change the loadouts to suit their own needs.
Great model starbug! Looking forward to the Halberd cruiser.
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Do you still have the old 2k poly version?
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The old what? This is the only version i have worked on. I am very greatful to Darius for helping me get this ship in game and i like the changes he made also solved a problem i had with the turrets shooting through the hull even with the "check Hull" flags. Never did figure that out myself.. a true gent :) :) :) :). The Halberd Frigate is coming along nicely, been working on the textures on that today :)
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Pretty good lookin ship.
Still seems to be missing debris? I postulate that the purpose of giant space ship is to have it explode.
(could also use glowpoints)
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I just haven't got around to adding the debris yet and i do plan on adding glowpoints to it as well when i get some free time.
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Oh, fantastic! I was hoping this would make it out of the gate. I'd love to pair it up with Shivan Hunters gunship as part of a new species/faction. They look like they'd go really well together.
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I think a combination of shivanhunter's and starbug's budding new fleet +/- some of Steve-O's capships would make an excellent faction.
If I get some time to poke at this over the next few days, I'll get some glowpoints on and see about debris.
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That is a very, very nice large scale ship and WILL see use. That I promise. I've been watching this for a while and I have the ideal loadout for it :)