Poll

Should we remodel V's Ships?

Yes, they need it badly!
28 (58.3%)
No, they should stick to Cannon!
4 (8.3%)
Only those that need to
12 (25%)
Don't care either way
4 (8.3%)

Total Members Voted: 47

Voting closed: January 06, 2004, 12:47:07 pm

Author Topic: Remodelling V ships  (Read 14390 times)

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Offline Singh

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whoa!! That reworked Aeolus is like a new U-boatified version of the old ship! :shocked:

In other words, good work- but its still different, more like a refit of the Aeolus than a rework of the original :/

As the others said, remaking the models means taking the original model and adding in polies, making 'em look a hell of a LOT better than the originals.

Still an ub3r sl33k U-boat you have there :)
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Offline Nico

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Well I kind of like what raptor is doing.
SCREW CANON!

 

Offline Setekh

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Quote
Originally posted by Bobboau
adding lots of detail that makes the model look more like it'self, and not 'better'


And this, ladies and gentlemen, is the punchline. Model in textures - the Fenris is ideal because it has large sections of unique texture that can be modelled in, as opposed to just gratuitous modelling in of tiled textures.
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Textures do make a difference in low poly models. Of course it cant contend with a remodeled HercII but I decided to take a hack at retexturing. Its just a first 20 minute pass at it using different filters and emboss techniques. And of course artistic interpretation of very pixalated textures. I concentrated on the cockpit area.

« Last Edit: January 08, 2004, 01:16:27 pm by 1582 »

 

Offline Nico

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Well it's well known that even a bad mesh will look cool with good maps. The other way around is, I must say, not true at all.
SCREW CANON!

 

Offline Raven2001

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I guess that the capships (terran specially...) could use with added details...
Vasudan ones could go just with smoothing...
As for shivans...Well, I dunno...
For fighters... retexturing jobs like those Omniscrapper did should do the trick...

Also, more detailed turrets on all ships would do it...
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Offline Flipside

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Surface Baking with shading and Bumpmaps etc for fighters works pretty well... I did it on an Apollo once, I just texture baked the surfaces, using it's own texture as the bumpmap.. I've still got the piccy somewhere.....



It was a 10 minute job, but just made the Apollo look that tiny bit fresher :)

Edit : that a 3dx render, so excuse the slightly odd poly-lighting, it's not the best program in the world for doing this with ;)

 

Offline aldo_14

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You could (Re: Aeolus) try giving it more of a 'ships hull' type look, accentuate the front 'bumper' a bit, and maybe add some recessed lights around it.  Also maybe model some boxes on the edges (like the crates on the Triton) as a base for the Flak (or whatever) turrets on the side.  Maybe add more detailed rear thrusters (as on the midsection thrusters - i.e sticking out a bit and more distinct).  Maybe add some semi-recessed 'bridge bits on the underside..........

 

Offline Raptor

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I gave in to temptation and did a quick turreting job.



Aldo, not completely sure what you mean about most of your post...

Question about dorsal/ventral turrets: should they all be the same as on the V model, or should I change the barrel form for each weapon? The picture above has Standard Flak in the front pair, Plasma based weapons in the midships one, and Long Ranged Flak in the aft pair (longer barrels than the standard)

Also, what should the other side turret be?  Should I make it Genric, or persific?
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Offline Raven2001

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oh, btw, I'm thinking that in a near future I'll remake the Deimos and maybe the Hecate... those will be released publicaly, but I'll take some time to start...

In the meantime, you can bump your ideas about details and stuff I should add...
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


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Offline aldo_14

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Quote
Originally posted by Raptor

Aldo, not completely sure what you mean about most of your post...
 


I don;t think i can really explain it better without making the model, actually.  Um, the general idea is to look at adding 'surface detail' that doesn't change the basic shape of the ship - things like overlapping armour plates, little 'bulges' like exterior snesor pods or whatever.... that sort of thing.  that, and you could accentuate the features of the original model, like taking the front 'bumper' / lip and expanding upon it to give it an almost boat-like shape.  i.e. work on the 'idea' of the Aeolus, rather than the current shape - because you don't have the same constraints as V did when it comes to making the thing.

There is also concept art for the Aeolus lying about that might be of use... well, sort of.  It's labelled as a carrier, but it was obviosuly downsized and turned into a cruiser.  Because I made a similar carrier design, and it just doesn't work for a large ship.

I think it's only on the V website though....

 
There's no need to SMOOTH edges of [V] ships. PERIOD. If the SCP ever implements FULLY functional ATI Truform, it will do that job for you. :rolleyes:

IMHO you should add any high-res versions of a model as a new highest LOD and bump all the rest down a level, removing the current lowest LOD level out of the picture (i skim read this topic so if someone else suggested this...:D )......

 

Offline aldo_14

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You need a bit more control to properly smooth geometry than relying on trueform alone.

 
what do i know? i care about these in the following order though:

FPS
Detail
Smoothness

 

Offline karajorma

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Quote
Originally posted by Gregster2k
IMHO you should add any high-res versions of a model as a new highest LOD and bump all the rest down a level, removing the current lowest LOD level out of the picture (i skim read this topic so if someone else suggested this...:D )......


I wouldn't bump the lowest lod at all. When a ship is 6000m away and only 50m across it really isn't worth spending more than 10 polys on it. Hell you could probably get away with a cube.
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Offline Flipside

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Well, the Taurvi badly needed work, the model was fine but the textures seriously needed updating. I sat down at Photoshop and this was the result....







Flipside

I'm still tweaking the Shine and Brightness on the textures, but it's looking hopefull :)
« Last Edit: January 11, 2004, 01:55:08 pm by 394 »

 
Excellent, that's so much nicer :)

 

Offline Flipside

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Tweaked as much as I dare....

http://www.aqsx85.dsl.pipex.com/TaurviTex.zip

There you go, use them if you want to :)

Edit : Theres a bumpmap in there as well, in preparation for post 3.6 ;)

Oh yes, and heres what it looks like now....

« Last Edit: January 11, 2004, 02:57:59 pm by 394 »

 

Offline Lightspeed

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I'd love that background nebula :p
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Offline Flipside

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:p

It's in the Inferno Forum ;)

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