Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on March 06, 2015, 03:37:26 am
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LOL ok I already have a Hi-Def thread and now I need something even higher, so Ultra LOL.
No I'm not dead, just haven't had a whole lot of time or interest lately, BUT....... I've been reworking the Bearcat over (yet again). It's no where's near Star Citizen quality but it's the most detailed I've done so far. Right now it's sitting at a little over 200K polys, it does run in SCP. Haven't played with it in-game because no lodding yet, so not practical. The lack of real animations (my animation script only works with linear rotation speeds, not curved) is also a problem. Mind you I'm running with a 290x and the F3 viewer is showing a solid 60fps, PCS2 is very sluggish through.
(http://i.imgur.com/Tu8kzYz.jpg)
(http://i.imgur.com/gDFDh0a.jpg)
(http://i.imgur.com/r8Mhlkl.jpg)
(http://i.imgur.com/CkmHYYs.jpg)
(http://i.imgur.com/yAymfZA.jpg)
(http://i.imgur.com/MAhEJv5.jpg)
(http://i.imgur.com/8fqA1XP.jpg)
(http://i.imgur.com/WVfyuxE.jpg)
(http://i.imgur.com/X8zwYBO.jpg)
(http://i.imgur.com/m2EifHf.jpg)
(http://i.imgur.com/df0hsXd.jpg)
(http://i.imgur.com/VAYTvYR.jpg)
(http://i.imgur.com/OQWqiVu.jpg)
and yes there's a P3D for it:
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OH MAN!! Welcome Back and that Bearcat is looking SOOOOOO COOOOOOLLLL!!!!
:D :cool: :pimp:
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This looks great, but IMO, it should have wheels, not landing struts. Wing Commander ships had wheels. Also, putting the guns on the side like this would cause problems with switchable weapon models (we really need an option to reorient the model per hardpoint...).
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I'll see what I can do about the wheels... shouldn't be that difficult, I'm not as worried about poly-count . Oh and I think WC1 & 2 didn't have wheels, just landing pads. There's a few areas that need to be touched up, detailed and the cockpit needs to be completely overhauled. I'm thinking more of a virtual HUD layout rather than the more modern jet fighter setup, sorta like was SC has right now.
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Who needs wheels? Spaceships can land straight down.
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Who needs wheels? Spaceships can land straight down.
Pfft; Welcome to the 1980s (http://en.wikipedia.org/wiki/McDonnell_Douglas_AV-8B_Harrier_II):
(http://rmparchive.com/images/hosting/600Border/RS086-600Border.jpg)
Landing @1:20 Takeoff @5:30
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Who needs wheels? Spaceships can land straight down.
Are these spaceships supposed to take off and land again every time they need to be moved around a launch bay?
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I NEED a cold shower now.
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Now with wheels:
(http://i.imgur.com/n9uoYKM.jpg)
(http://i.imgur.com/lsRxu6o.jpg)
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Wheels look a bit better than my last try (the HD models), they look chunkier and can handle the weight.
Also.. new tachyon gun mount
(http://i.imgur.com/b1e9SlS.jpg)
and a new P3D version:
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This model is incredible. :yes: :yes:
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FINALLY got the canopy frame to look descent. Between the mesh normals just not smoothing right and downright crashing :banghead: it's taken a while LOL. The canopy itself has about 26K polys.
(https://i.imgur.com/SI02mwQ.jpg)
The cockpit tub itself needs to be redone, but for the moment I think I'll be reworking the intakes, they're basically a .1% scaled down model of the Behemoths gun barrel LOL
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SCOOBY DOOBY DOO! :yes:
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Oh my god ! :nod: , :yes:
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Hot damn
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*Licks lips*
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First attempt to get it into the Unreal 4 engine (btw it's free to use now, just waiting for crytec engine to follow suite...)
(https://i.imgur.com/3ljzJzK.jpg)
Tons of stuff missing (doesn't like having instances/references) and missing polys.. but it's a start
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Now even better!
(https://i.imgur.com/CILr0U8.png)
I have to collapse the meshes before export, otherwise the symmetry modifier seems cause missing triangles. There's three new scripts in the Useful scripts thread for all this.
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Now with 100% more glare LOL
(https://i.imgur.com/5wv0hYV.png)
Side thrusters have been upgraded.
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Ohh, shiny! Reminds me of: (EDIT: The glare, I mean, not the ship! lol)
(http://img3.wikia.nocookie.net/__cb20130619200757/starwars/images/9/9e/Naboo_Royal_Starship.png)
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LOL ya...
it was one of the shader/textures that came with unreal 4. It does a good job of showing off any unrounded areas.
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Landing gear animation is done, took FOREVER to figure out how to activate animations in Unreal, none of the tutorials really helped. "Here let's do some complicate player animation tutorial"... no. that's not what I need :banghead: Turns out it's really simple LOL.
Anyways, landing gear is uvmapped (minus the tire). Mapping is a bit different than the simple methods I used to use, less uv sharing. I'll probably be using two 4K textures (one for general details, like the landing gear) and one for hull.
BTW this is how you would be looking at the Bearcat if it was real (provided scale is correct).
(http://i.imgur.com/2PaU2r2.jpg)
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That looks really nice. However, I noticed you stopped working on the other ships... :( I was particularly interested in the Warlock, the closest thing Confed has to a battleship is currently the Essex (which you designed as a battlecruiser), and I'd love something with a little more punch.
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Someday I'll get to those... right now I'm working on the common components (landing gear, thrusters...etc). Like with my regular HD models getting the parts working correctly the first time and then reusing them make things go by so much faster. Some things will be disabled for FS2 until importing animation is done (if ever).
The thrusters as they now stand (and retracted landing gear, plus a few vents and pull tabs)
(http://i.imgur.com/FjSrczN.png)
Also working with U4 now makes it so much faster to see if what I'm doing is actually looking good, whereas dealing with PCS2 takes quite a bit longer.
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Will the TVC panes finally work? :) I'd love to see them move around, now that you have a script that allows that.
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I believe they would kinda work for FS2 .. however I would be worried about max subsystem limit. The hydrolic lines wouldn't really work, because that's a translation rather than a simple rotation. As for the U4 version, I don't know, I don't understand the physic based motion yet.
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Some more updates.... got nearly all the generic detail stuff mapped.
(http://i.imgur.com/YiX6bsa.png)
(http://i.imgur.com/Jo8nkMK.png)
(http://i.imgur.com/KCWjRwR.png)
(http://i.imgur.com/KCWjRwR.png)
(http://i.imgur.com/RRO771j.png)
(http://i.imgur.com/vxKUaXC.png)
(http://i.imgur.com/Be4wVg4.png)
(http://i.imgur.com/jdJYVZd.png)
(http://i.imgur.com/qoimf40.png)
(http://i.imgur.com/jYXrljb.png)
(http://i.imgur.com/DAzD0AP.png)
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Another update... 95% of the model is uvmapped and base textured (the cockpit, canopy and intakes still need to be done)
Right now it's using 1 4K texture for details (common across all models), 2 4K hull textures (I had to do some cheating to get it to fit, it's a tight squeeze and I hope it doesn't effect AO baking) and one tiny glass texture (U4 doesn't like large textures with transparence parts)
Getting the hull to look metallic tone was a big pain, it usually would end up being too blue
(http://i.imgur.com/SVlzDRo.jpg)
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Cockpit is finally coming together. It's one of S.C. models rebuilt from the ground up. It must use some form of tessellation because of all the extra polys. Replaced a lot of their big buttons with my existing cockpit's control. Tons of buttons everywhere LOL
(http://i.imgur.com/RQp4PJi.jpg)
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impressive detail
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This is more detailed than the movie raptors. ....
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Cockpit is almost done.
(http://i.imgur.com/pOZTgJB.jpg)
(http://i.imgur.com/zuippae.jpg)
(http://i.imgur.com/bmkiWE1.jpg)
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First attempt at texturing, aliasing is becoming rather annoying... had to redo the entire ship uvmap (needed to expand it), unfortunately this increased the total number of textures
(http://i.imgur.com/L1xAxGl.jpg)
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Some more detailing...
(http://i.imgur.com/dKAt3LV.jpg)
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Now with decals! I'm using yet another texture (smaller one this time) and creating hi-res decals to place on the model. By using on average about 2 triangles I can produce some hi-res readable warning/caution signs on the hull without going overkill on the hull textures. The dashed red lines are part of the main hull, but since a.) it's unique to that hull b.) doesn't need to be hi-res it's ok.
(http://i.imgur.com/WiIEEFH.jpg)
I still need to do some tweaking to the decal texture to make it look more actually placed on.
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FINALLY got through the first texture.
(http://i.imgur.com/GL3Z9ef.jpg?1)
(http://i.imgur.com/kO3iIdZ.jpg?1)
(http://i.imgur.com/VpkFTO9.jpg?1)
(http://i.imgur.com/EMoHmOR.jpg?1)
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Pretty. :)
That said, I kind of wish to see some more "low detail" models like from your big release. You even had a nifty list with a number of interesting, yet unreleased ideas on it. Now it takes you a about year to finish that one, while work of any models that could actually be used in FS is stalled. For example, I have once wanted the Warlock Confed battleship for an idea I had. It's been a few years and it's still nowhere to be seen, with Essex being the biggest ship from the pack.
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Still alive and got started back working with it. Gave it a few month hiatus.
Decals, decals, decals everywhere! Even the rivet stripes are decals. It also makes use of detail texturing (aka subtexturing). I'm suprised SCP doesn't have that yet, it would do wonders for capships. There's a few things I still need to work on, where the cockpit meets the hull is a biggie.
(http://i.imgur.com/04BKFqz.jpg)
(http://i.imgur.com/b3zY33G.jpg)
(http://i.imgur.com/hAWsl1q.jpg)
Now I'm waiting for Substance Painter to go back on sale again.
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What programs did you use to make this work of art?
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Max, Photoshop and even Artrage.
But now with Substance Painter (running the demo version)
p3d view (sadly only 1024px resolution)
From within Unreal:
(http://i.imgur.com/x2z4RVf.jpg)
(http://i.imgur.com/eo9fzlB.jpg)
So much shiney!
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Really nice. :) It's a shame it probably won't be very usable in FS by this point...
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Until we get proper dae importing with animation, ya it's kinda out of SCP scope. On the upside, the wells will be closed off which means about 35,000 polys less that the engine will have to deal with.
The hull I've been scratching my head over. I'm using detail texturing over the main hull instead of using a simple texture. The main hull is 50% grey which causes the detail texture to take over. What I'm wondering if it's possible to add general noise (oil smear, rust, damage, etc...) over that detail texture.
Anyways I have to go over a lot of the model. Apparently I've been doing something wrong for ages (it doesn't effect SCP or even Unreal, but it exists), Flipped UVWs. If you make an object and create a symmetric (or even mirrored) version, that version will have a flipped uv and you will need to go in and flip the uv's which will most likely result in having to have a separate unique uv map. Which isn't that bad anyways, I'm finding out things work better with unique uv's (Ambient Occlusion can be problematic) and besides multiple 4k resolution isn't nearly as bad as it used to be.
As soon as I'm happy with all the different versions of the wheel well, I'll be releasing them for general use.
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I'm still alive! Just giving another update...
Still working on the same area for ages now... The panel lines has taken several attempts to get it looking good and being reasonably easy to create (that still needs work, it's still taking a lot of time, even though even in FPS mode you can't really see mistakes).
I definitely need to somehow cut down on the number of materials it uses, 33 so far :eek2: BUT.... a lot of the materials reuse the same texture, so not as bad with memory usage, but still bad for draw calls. I used to have a shader method that let you paint the hull with the 7 different texture styles (bare hull, dull black, shiney red, steel, blue...etc) but that was hard to maintain and didn't really work very well.
(http://i.imgur.com/zuIgvJE.jpg)
The main hull is comprised of two different texture sets (sets = diffuse & rough & metal). The clean bare texture is a simple 512 tiled texture similar to how SC is supposed to be designed. The bare hull, steel hull, aluminum hull, dull black, shiney red, dullish blue and caution stripes are the choices .
Then on a different UV channel (2) there's a scratched/stained map (4k map). This one is more complicated and needs to have the textural space big enough to reasonable show off the details without being too blurry. The bearcat uses one per tiling panel set (blue,black, steel,bare, red, caution), except for the bare hull that uses 4. I use Substance Painter to create this texture since it does a nice job with edges. BTW this texture will look a bit weird, it contains information about the scratches/stains ONLY (there is an opacity texture with this one). A shader merges this layer with the underlaying texture to create a worn damaged look.
(http://i.imgur.com/rqKDmnl.jpg)
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A few more optimizations, material usage down by 50%, texture usage down by some and a few feature let's sorta lets you set the level of wear on it.
(http://i.imgur.com/DoL5SWq.jpg)
(http://i.imgur.com/0cyL5IJ.jpg)
(http://i.imgur.com/eGfkmzs.jpg)
(http://i.imgur.com/ayWIAwW.jpg)
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That's going to take a he'll of a long time to 3D print.