Author Topic: Colonial Battlestar mesh v2.0  (Read 5442 times)

0 Members and 1 Guest are viewing this topic.

Colonial Battlestar mesh v2.0
I think this mesh has reached the point of presentation quality. Its currently at 32k polys and growing. Textures are still in the works.





« Last Edit: December 15, 2005, 08:47:02 pm by Omniscaper »

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Re: Colonial Battlestar mesh v2.0
* Raa points to post on BSG forums*
Freelance Modeler | Amateur Artist

 
Re: Colonial Battlestar mesh v2.0
Is it not cool to have a parallel thread here at HLP? I figured HLP is a different community that has more traffic for attracting more help with the mod.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Colonial Battlestar mesh v2.0
Sweet...I'm especially liking the engine greebling. Is that canon?
-C

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Re: Colonial Battlestar mesh v2.0
Is it not cool to have a parallel thread here at HLP? I figured HLP is a different community that has more traffic for attracting more help with the mod.

Oh, I err. meant I'm pointing to my reply there.... not that there's an issue with it :nevous:
Freelance Modeler | Amateur Artist

 

Offline Col. Fishguts

  • voodoo doll
  • 211
Re: Colonial Battlestar mesh v2.0
Oh dear god that's beautiful. What's gonna happen to the old version, LOD1 ?
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 

Offline Lt.Cannonfodder

  • 210
  • Digitalous Grunteous
Re: Colonial Battlestar mesh v2.0
You propably know this already, but there seems to be some missing polys from the bottom panels. You can see through them in the first shot.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Colonial Battlestar mesh v2.0
Is there any provision on that thing for retractable pods?
The Trivial Psychic Strikes Again!

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: Colonial Battlestar mesh v2.0
You propably know this already, but there seems to be some missing polys from the bottom panels. You can see through them in the first shot.

thats the ribs, it's suposed to look like that.
« Last Edit: December 29, 2005, 12:03:26 pm by Sandwich »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: Colonial Battlestar mesh v2.0
The panels on top of the ribs were extruded from flat planes, meaning the original plane no longer exists. My question is, when I make these mesh objects doublesided, will that double the polygon count, since both sides are being rendered?

 

Offline Flipside

  • əp!sd!l£
  • 212
Re: Colonial Battlestar mesh v2.0
I think you might do better just making the missing ones? I'm pretty sure it does take longer to render double sided stuff, and it would take less polygons, if only minutely so, to just replace the missing ones, guess it depends on how easy it would be to do :)

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Re: Colonial Battlestar mesh v2.0
There's major complications engine-side with double-sided polys, so avoid them (and I don't even know if you can actually export a model containing them).  Cap the holes; it will take fewer polygons, take less time to render, and give you at least partially solid geometry to boot.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: Colonial Battlestar mesh v2.0
you know, the damndest thing, I know I wrote onder the quote

"thats the ribs, it's suposed to look like that."

because it's still in the quick reply box
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: Colonial Battlestar mesh v2.0
wait, it went into the quote, aw, crap I'm tiered.

and yes, double sided polys mean twice as many. at the least leave it so you can remove the back faces

[sandy]Fix0r3d.[/sandy]
« Last Edit: December 29, 2005, 12:04:10 pm by Sandwich »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: Colonial Battlestar mesh v2.0
UV mapping complete, and homebrew textures are in the works... so far the head, top midsection and engines have been made. I'll take care of those missing backfaces if doublesided polygons doubles the count.

[attachment deleted by admin]

 
Re: Colonial Battlestar mesh v2.0
Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.

And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.
Watch out for the Guns! They'll getcha!

  

Offline Flaser

  • 210
  • man/fish warsie
Re: Colonial Battlestar mesh v2.0
Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.

And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.

The engine has already prooved to be able to deal with this many polies and even more...
Actually the true bottleneck right now is texturing, since right now 4 different set of textures are used.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 
Re: Colonial Battlestar mesh v2.0
Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.

And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.

The engine has already prooved to be able to deal with this many polies and even more...
Actually the true bottleneck right now is texturing, since right now 4 different set of textures are used.

Not running ingame!? Dont under-esitmate the HTL engine the SCP geniouses put together. in rguards to the ribs, I have a feeling that the BSG was under a major overhaul when it was prematurely decomissioned. But I think the ribs give it personality.

At the moment, I'm using 2 UV maps and 2 tilemaps. I'll try to reduce it to a single UV map, but I need at  least 2 tilemaps to keep the model detailed at close range.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Re: Colonial Battlestar mesh v2.0
The overhaul/decommissioning theory actually sounds right. It explains why some areas are covered by tiny bits of plates, while others have all plates/all ribs.

 
Re: Colonial Battlestar mesh v2.0
Once the BSG is finished, I will experiment on designing a "overhaul completed" BSG. I think it would look interesting with all its panels, like the Pegasus.