Author Topic: Super-uber-ultra high-poly architecture WIP. Img heavy  (Read 8731 times)

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Offline Stunaep

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Super-uber-ultra high-poly architecture WIP. Img heavy
This is the best, complex work I have ever done. Throning at a grand total of 750 000 polygons, this big son-of-a ***** is still in WIP form. As you can see the main floor is completely undetailed. This thing is so detailed, that it can be used for both wide pans and extreme closeups. And, it's fully animatable.

Now imagine it with people. and another 300 000 polygons worth of detail.

For once, screw lvlshot.
And without further ado, the hangar of the TPX Caesar:







Oh, and Mikhael, I implemented all of your suggestions on the hallway. I'll post 'em some day.
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Offline Nico

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Super-uber-ultra high-poly architecture WIP. Img heavy
you need to do something about the wall maps.
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Offline Stunaep

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Super-uber-ultra high-poly architecture WIP. Img heavy
care to elaborate on that?
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Offline Nico

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they're blurry, stretched, don't fit the geometry, detract from the shape of the modelled things and hide them. Want me to go on?
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Offline Stunaep

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actually, they're not stretched. You're right about everything else though.

Unfortunately, my second option is to replace this with a generic, albeit fitting texture, and start modelling ****. Which would result in having the polycount thrown to hopeless limits.

So, I´d be delighted to hear your opinion on how to proceed.
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Offline Nico

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make a custom map :)
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Offline mikhael

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Super-uber-ultra high-poly architecture WIP. Img heavy
Looks nice, but there's some things that don't sit right.

Are we looking at a hangar bay, or the courtyard of a roman villa? In one of those pics, I think we even have a wine rack. Where are the overhead catwalks, the gear cranes? Why is the ceiling so high? Where are the safety rails, and the floor markings and the like? Are we storing ships in the hangar, or is there a seperate hold for them? If so, where is the access for that hold or the elevator for it? Is this a launch hangar, or a repair bay? If its a launch hangar, where are the back blast shields? If its a repair bay, why is it exposed to the exterior of the outter hull of the ship like a hangar? Why is the hull around the hangar door paper thin? Do they not armor the area? The distance from the inner wall of the hangar to the outer surface of the ship is likely going to be more than a few inches (more like several meters). These are just things to keep in mind when you're designing things like this.

Venom is right about making a custom texture. You could always model a wall section, render it and use that as a generic texture for the walls. It'll need to be full height, but only partial width (IE: tiled horizontally, but not vertically). If you put in some seperating details, like vertical columns (frames, in navy jargon), it will become less apparent that there is tiling. Along the cieling in one pic, it looks like you have the frames visible up there, but they disappear into the walls.

If you go this route, though, model useful details into the walls before you render them for the texture. Stuff like kick plates, chair rails, rivetted metal plates, fusebox panels, maintenance access panels, etc.
« Last Edit: November 28, 2003, 04:48:37 pm by 440 »
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Offline Nico

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Quote
Originally posted by mikhael
Venom is right


that goes w/o saying :D

Quote
Originally posted by mikhael
I think we even have a wine rack


I think those are missiles actually :)
« Last Edit: November 28, 2003, 04:56:13 pm by 83 »
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Offline Shrike

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Super-uber-ultra high-poly architecture WIP. Img heavy
Now blow it up.
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Offline Taristin

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IS that an Apollo arm?
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Offline Unknown Target

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Wait, why does it look like Greek architecture (possibly somewhat Atreidis (from Dune)-ish), in a space ship?

 

Offline Flaser

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Because it is the interior of a ship from Nodewar, a TPX vessel.
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Offline Knight Templar

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TPX = Roman Wannabes. They just had the Capitol blown to pieces though, so pff. ;)
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Offline Setekh

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Quote
Originally posted by mikhael
Looks nice, but there's some things that don't sit right.

Are we looking at a hangar bay, or the courtyard of a roman villa?


That was my first gripe too, but I think I get the idea Stu's going for. Reminds me of the way the Goa'uld build their ships, a bit - very ornamental.
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Offline icespeed

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id like to know why everything - not just this hangar, but everything in scifi stuff- is grey. is there something wrong with paint?
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Offline Setekh

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Yeah, but why paint? You wouldn't need much waterproofing here, and if a fire broke out the fumes would be a disaster because they would stay within the chamber. I can't think of a reason to... I could be wrong. :D
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
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Offline icespeed

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maybe not paint then, something else... anodised metal, whatever... my point is, what's wrong with a bit of colour?
$quot;Let your light shine before men...$quot;
Matthew 5:16

When I graduate, I'm going to be a doctor, and people are going to come to me looking for treatment and prescription drugs, and I'm going to give it to them. Is anyone scared yet?

$quot;If you confess with your mouth, 'Jesus is Lord', and believe in your heart that God raised him from the dead, you will be saved.$quot; Romans 10:9

 

Offline mikhael

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Venom, I know that's a missile rack. It just looks like a wine rack, especially given the roman agora look of the rest of the place.

Quote
Originally posted by icespeed
id like to know why everything - not just this hangar, but everything in scifi stuff- is grey. is there something wrong with paint?


In the real world, military vessels are painted grey (white for certain things. cf: The Great White Fleet) because grey is cheap and uniform and covers a multitude of sins. The reason for the paint in the first place is to protect from rust--internal and external--not to decorate anything.

On the other hand, the interior of a ship is usually pale blue, navy blue, grey, white, black, red and a cool soft green. Red, blue and yellow are generally used to color code fittings like pipes and and electrical conduits to render them easy to recognize or follow at a glance. The rest of the passageways and spaces are painted in strictly uniform schemes to make sure that these brightly colored fittings are extremely visible.

ObDisclaimer: The forgoing applies to US Navy ships of the line. I can't speak for other nations' vessels.

Quote
Originally posted by Setekh
Yeah, but why paint? You wouldn't need much waterproofing here, and if a fire broke out the fumes would be a disaster because they would stay within the chamber. I can't think of a reason to... I could be wrong. :D

You have to worry about that on a wet navy ship too, Steak. Fire is the most dangerous, most feared disaster at sea. The problem isn't the paint, its the tightly contained, artificially ventilated spaces. Paint fumes are far less dangerous than burning plastics in the plenum or the uncontrolled conversion of oxygen to carbon monoxide.
« Last Edit: November 28, 2003, 08:24:47 pm by 440 »
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Offline Setekh

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Quote
Originally posted by mikhael
The problem isn't the paint, its the tightly contained, artificially ventilated spaces.


That's what I mean. I fully realise paint fumes will be the least of your worries when you have 101 more substances that turn lethal when burned on the ship, but on a space ship, the entire ship is artificially ventilated. At least on a ship, even though there are plenty of artificially ventilated spaces, I imagine it would be easier to ventilate the gas out.
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Offline mikhael

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Actually, on a vacuum navy craft, it would be far easier to remove contaminated air than on a wet navy craft. All you have to do is shut the pressure bulkheads in the affected frames, then blow an emergency scuttle and let nature equalize pressure. The immediate problems are, however, evacuating the affected frames, dogging the hatches and finally replacing the breathables. You can take care of class alpha and bravo fires that way too, though charlies will require shutting down power to the affected frames and deltas can't be put out artificially (at least not in any safe way. You scuttle class deltas).
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