Author Topic: HTL Fenris Mk2  (Read 9520 times)

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Offline Raptor

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Nice work VA!  Hope you don't get the turret trouble I have.  Now I have to figure out why I can three Fenris's (my merged versions) on screen at once with FPS ~12, but a single upguned-Lev (same base, just completely different turrets) drops to ~8.

One question, did you use my work as a basis?

And KARMA, I trust you to really jazz up the Deimos nicely;)

PS: VA, I know people may want to kill me for this, but can I suggest a tiny change to the Trition design? All I ask is that the 'Bridge' bit (That little lump on the top forward) be shifted to the centre line.
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Offline Nico

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Quote
Originally posted by KARMA
well I'm working on an HTL deimos, but I dare that people will not like she, since I'm working on the design too


If it's good, at least I will like, in case you'd care.

Which one is the triton again?

[color=66ff00]Copied, pasted, fixed spelling and grammar and deleted last post. I am a wizard. :D [/color]
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Offline Bobboau

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if it's good then it should be diferent ship, ubberiseing means you make the ship look better without changeing the basic look of it.
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Offline KARMA

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the problem bob is that for a good part of the capships of fs2 you can't just "remake the model using more polys and add details here and there ", for the simple reason that there aren't details to add without changing the designs, designs which were already a compromise due to their lowpolyness.
In my opinion for those ships the only way to make an HTL version is to just give completely freedom to modellers and trust their tastes...obviously the result *must* be coherent with the original model...you can't start with a colossus and finish with an enterprise D...eh:)

 

Offline Black Wolf

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Quote
Originally posted by Raa Tor'h
HP Triton? Eenteresting.

What other vessels would benefit from he High Poly treatment.


Err... all of them? :nod:

I'd personally like to see a high poly Poseidon. It's got a UV map from FS1 to work off and the design is pretty damned spiffy IMO.
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Offline J3Vr6

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Quote
Originally posted by KARMA
the problem bob is that for a good part of the capships of fs2 you can't just "remake the model using more polys and add details here and there ", for the simple reason that there aren't details to add without changing the designs, designs which were already a compromise due to their lowpolyness.
In my opinion for those ships the only way to make an HTL version is to just give completely freedom to modellers and trust their tastes...obviously the result *must* be coherent with the original model...you can't start with a colossus and finish with an enterprise D...eh:)



I guess so long as you keep the general design the same as the original, keep the weapons and subsystems exactly where they are in the original, keep the general size of the original and keep all the table info (like the damage from weapons, speed of ship, etc) then I see no reason why you couldn't do that with some models.

Is it canon?  Depends on how much you deviate from the original design...
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Offline KARMA

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you just perfectly described what I don't want to do, what I think would be pointless, probably even wrong:D

 

Offline Flipside

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i.e. Make a Fenris about the same size as the Volition model, and with around the same number of turrets, but that's where the similarity ends? Everything else is up to the modder?

 

Offline J3Vr6

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I wasn't talking about the Fenris.  He wanted to change the Deimos to something else.  I was explaining that if you are and want it to be canon or unbreaking of the original campaign then you're going to have to at least stick to what I explained.  Cuz then the original compaign won't play the same as you've changed the model too much.

Like the other guy said, if you're going to drastically change it then make it a new ship.
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Offline JarC

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Quote
Originally posted by Flipside
i.e. Make a Fenris about the same size as the Volition model, and with around the same number of turrets, but that's where the similarity ends? Everything else is up to the modder?

NOOOOO!!!!!!! :eek2: not unless it becomes a new entry in the table...

edit: sheesh this goes to fast...so it is clear to what I was reacting
« Last Edit: May 12, 2004, 03:28:13 pm by 106 »
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Offline Taristin

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Deimos.

Edit: Bah! 2 posts in my time to write one...

Not an Edit: And sounds good. If you don't like it, you can always hit Shift+Delete and go back to the usual. (Which is why I wish people would stop complaining that things aren't canon.)
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Offline KARMA

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eh nice example: the Fenris was probably the best capships texturing job in the game. Honestly....most of the other suck.
The Fenris is unwrapped and has custom textures.
This is exactly why I choosed that ship some months ago..
With the Fenris you could use the textures as a reference for the details, and then see what the :v: artist had in mind for that ship.
Actually I could have made more changes to the original Fenris shape (I did some, nonetheless), improoving the overall look, expecially on the middle blocky section, and I didn't just because I didn't want to draw new textures.
The other capships are usually (IIRC) more low poly considering the size, they have large flat areas mapped with same texture tiled to infinity.
What I mean is that
1-there aren't details in the textures that you can reproduce, you have to invent them by yourself
2-the models have this shape often NOT only for artistic reasons, but because of the polylimits. I bet (and you can "see" that looking at the models) that the shapes would be pretty different sometimes if the original artists had higher polylimits.
Now that we have those higher limits I think it'd be an error to stick on the same compromises.
3-those shapes are not designed to have details attached on em, I mean that if you just add some greebling here and there it'll suck. I mean that you can't just add minor details to a model with the same shape: the result will be better if you *partially* redesign the whole thing.
Also it is more...gratificating... for a modeller to throw something of his own into a model;)
« Last Edit: May 12, 2004, 03:34:44 pm by 433 »

 

Offline Nico

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Well, what I'd do... mmh, let's take the orion:
I'd keep the original shape ( well, I'm lazy, so I'd start from the original mesh actually ), and rather than add things to it, I'd severly carve into it. The silhouette would be about the exact same, but if you have a clear view of the ship, it'd probably look quite different. But yeah, I'd keep the general proportions and subsystems the same/at the same place.
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Offline Vasudan Admiral

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personally, i would hate to change the look of the [v] ships, because that was one of the things i liked so much about the original game. what i'm trying to do is 'bring the ships to life', whilst keeping as close to the old design, shape colour and look as possible.
here's what i currently have on the triton to show you :)


it is 5235 polys when triangulated (can probably remove those vent things if it's too slow), and will only use 2 maps - hull and a nameplate, to keep speed up.
(completely done with blender to all you blender haters out there :D :p )
what i mainly did is guess the sorts of things that [v] might have done on their ships as Karma said, but not change anything.

and Raptor, sorry, i didn't use yours as a base. :(, i think in the end it was lucky i didn't since i had enough trouble with my own scn not converting properly-where i knew exactly what where everything was and how it was. i'd imagine it would have become crazy if i had attempted it on something else. :(
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Offline Turambar

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now someone do the orion, the myrmidon, and the hecate and we'll be good
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Offline J3Vr6

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VA, that ship is booty-full.  I like it.  Can't wait to see the finished product.
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Offline Nico

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Ah, the triton is that one? Yeah, I like, save for the lower arm. See, that's where I'd have made a design change, made it slimmer or something ( but keeping the engine pod beneath it the same ).
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Offline KARMA

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I don't like just the details on the on the engine arms, the rest is fine. In my opinion if you want this kind of detail you should make it cave, or you may remove those structs making something else. Dunno exactly, maybe you could consider the arms like a superstructure for some pipeworks visible on the sides.

 

Offline jdjtcagle

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I love it :yes:
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Offline Lightspeed

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Try to keep minimalistic and sharp edges to a minimum, they will cause aliasing and odd lighting problems in-game.

But from what I can see so far it already looks pretty good, although the design could use a change or two as Venom suggested.

Good work so far nonetheless :yes:
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