Author Topic: First Shots of the Viper  (Read 7882 times)

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First Shots of the Viper
Here she is, first shots of the MKII Viper.

Still need to finish the cockpit, and make the other textures, since it has text on all sides I need 2 sets of textures, so thats gonna eat some resources, but other then that she is done, AND under budget:) 2700 polys





I Should point out this will only work in the new engine for starshatter, ALL The detail on the engines, the detail on the exhast ports, and the detail on those slits in the bow part, not to mention the ambient detail on the hull and some on the wings is all controlled by bump maps.

IT would look rather plain in the current starshatter or freespace, but, it can be worked around if needed hehe
« Last Edit: November 08, 2004, 12:00:03 am by 2209 »
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline Grug

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Awsome job mate.
I especially like the job on the textures. :D

Can't wait to see more! ...maybe even some ingame action shots?

 

Offline NGTM-1R

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Pity about the engine detail, 'twould have been great to vape SF Scorpions in that thing...
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Offline Getter Robo G

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:eek:

Where's our jaw drop icon????

  Damn skippy that's a fine machine. If you hadn't mentioned shatterstar I was gonna ask if this was from the Bridge Comannder mod for BSG2! (are you on that team?)

  Seriously nice stuff.


 I can't wait to have the Crimson viper (Richard hatch version) go against the "alternate Universe" that is BSG2003.. he he
   ;)
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nice viper!

 

Offline IPAndrews

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Beautiful.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Styxx

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Awesome work, highlighted. :)
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Offline aldo_14

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Nice.

Any chance of a solid-wireframe shot?

 

Offline Ryx

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Looking good :cool:
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Offline Corsair

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Goddamn that looks good. :eek2:
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Mal: Define "interesting".
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Offline KARMA

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wonderful texts:nod:

 

Offline aldo_14

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Actually, anyone got a shot of the new Viper (any shot)?

... I think it was only in pilot of the new show, a more curved gunmetal grey/blue ship.

 
Thanks guys:) She still needs work, but I"ll get her done, and get her to some freespace2 porters ifyou want.

Ya I got pics of that one, ug, it does not look fun to model.
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline aldo_14

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Fun? who said anything about fun?

Actually, that fat bomber-cum-shuttle thing (Raptor?) looks interesting IMO.

 

Offline vyper

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It's almost my name. I like it already. ;)

Seriously though, very nice. :)
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 
Gosh darn it!!! You beat me to it. I was gonna start modelling BSG 2003 ships after I finish the SAAB hammerhead. Are you gonna tackle the Galactica model? If not I'll begin laying the foundations. BTW, EXCELLENT job in the texture and mesh department!!!

I'm now tempted to drop my FSO efforts for Starshatter now. I thought the starshatter engine didn't support bumpmaps unless theres been a recent engine overhaul. Do they support normal maps (overrated and glorified bumpmapping).

PS: Whats your polygon count, may I ask?
« Last Edit: November 08, 2004, 11:00:18 pm by 1582 »

  
Starshatter is being ported to a full DX9 engine, should be out in feb next year, so far full support for bumps, emmissive and a bunch of others, and who knows what will be added from here till then.

Milo looked and normals and I helped out, we eventually saw that they are not worth the extra programming effort or the time, most people wouldnt have a clue how to use them, and frankly, I find them way to annoying on space ships at this point.

These ships are being builtfor that engine, its gonna be amazing, starshatter already totaly owns as it is, the b5 mod and the dilgar ships I did are a riot to play, and with the new engine.. droool.

The ship itself dry is 2600 polys.... with cock pit and guns + hardpoints and external missles its gonna break 3k in game.
landing pads adds another 300 but they are only used when landing.

I"m doing all the galactica ships, the cylon is up next then the battlestar.. i"m leaving the battlestar so Ican think on it, I can do the textures, and the model easy enough.. but the ribs.. and a few other things need thinking time.. Iwant to keep it under 10k.... sound insane? loko at those ribs..... ya.. they will murder the polycount, you -cant- fake that with bumps, cause of the armor on top of it.. and it will look gay if I do it with textures.
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 
Perhaps the bump mapping can help eleviate the rib workload, along with all that greeble detail along the spine and in between the nose parts. I insist that the Battlestar be at least 11000k.

BTW have you been able to locate the fighter launch bays based on the large render picture? According to the original model, they were on the side of the landing pods.

Will you also do the mark VII viper?

Check out this comparison chart. I thought the new series Viper was exactly the same as the original.



I like the sleekness of the Mark II. I just saw the original pilot of BSG yesterday, I can't believe I totally missed out on this series. I would have loved it. I was born 1979 and I picked up on Star wars when I was 6 years old but not BSG.

 
Hey sweet chart!

That mk7 might not be that bad, its sure a sleek looking ship.

The problem will be the mk1,3,4,5,6.. there is no info on them that I can find anywhere

Pretty much done, just have to tweak the cockpit a bit, make some cockpit textures for the cage, and do a pilot.. I hate pilots... dont really do a lot of human modeling.

Bumps, wont work for ribs, bumps are basically tricks of the eye, they dont actually extend the geometry at all but the effect the textures in a way that makes you think they do, however, attempting to have plats of armor on top of ribs faked by bumps wil look horrible.

The only way to do it is with geometry.

Basically, 80% of the polys of that ship will be in the ribs, thankfully the rest of the ship is really basic, a LOT of detail that can be done by bumps will be, I expect to spend a few days just drawing the bump maps.... the rest, the textures, I can do all that easy enough, it just takes time.

The -good- news is, once its done, I can use that texture set for -all- the colonial battlestars, including varients, since they will all be setup the same(similar ships from the same culture always look the same).

The only ship so far that look honestly hard is the cylon raider, the one I"m doing next, I have yet to figure out 100% how i"m gonna approach it, and the base star, cause I have little reference on it.

one more thing, anybody have any pics of the landing gear? and where they come out of? I kind of need to add them lol, and a pilot.. sigh... humans.. so anoying lol
« Last Edit: November 09, 2004, 05:35:39 pm by 2209 »
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline aldo_14

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Isn't the Cylon fighter a really simple crescent shap, with the main defining feature being a 'head' like bump where the cockpit / red glowy bit is?

Sod all texture detail on it that I can remeber, anyways.