Author Topic: Hatshepsut  (Read 173593 times)

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Offline blowfish

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Nice textures, but I think a UVmap would be ideal.  What's the current polycount?

 
Current polycount is 13492 triangulated without the engines and 26662 with the engines. I guess I have to reduce the polies on the engines. (didn't expect the engines to have as many polies as the entire ship lol).

Oh and it has a UV map. Im rearranging the map as I go along and paint directly on the model. Im already reaching my limit on the first one and i will have to split the model into more submodels.

 

Offline Trivial Psychic

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When I saw those engines, my first thought was "how about making them actual destroyable submodels?"  Then, I took a look at the original model in the VPs to see where the engine subsystems are laid out... they're left and right by the way.  Then I saw that there were both reactor and bridge subsystems, which are non-submodels, and I thought "how about making destroyable submodels for those too?"  Of course, if that eats too much into your polygon limit, then that's fine too.
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Offline Galemp

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Great work, Ragingloli. Good to see you back here. Umm, check your Colossus thread for the progress on that, it should be linked from the "MediaVP Assets Status" sticky thread. I've been kinda busy with interface art recently.

As for the Hatshepsut, looking really great so far. I'd recommend looking at the subsystem locations on the old POF using ModelView or PCS2 and doing some appropriate modeling there; your Bridge concepts are nice, and something similar for Communications or Reactor would be very cool. Intact subsystems fit together like puzzle pieces on the destroyed mesh; take a good look at the high-poly Hecate's geometry to see how it's done. Similarly, look at the turret placements, and adapt the geometry for them. Inspect the alterations I made to your Colossus to fit the beam turrets, and you'll see what I mean. There's opportunities here to integrate these subsystems directly into the hull which leads to a more comprehensive design and a more immersive game experience.

I really like the non-Terran engines. However please reduce the polycount DRASTICALLY. Under most circumstances you won't be able to see ANYTHING there because it will be hidden behind the engine glows, and once the engines are destroyed, well, there won't be much to see. My recommendation is to make the center cone base geometry and everything else separate to be used as a detail box.

I'm glad to see you can texture; as you know this will all be baked onto a UV map for the final product, so be a little more exciting, especially on areas like the large, saddle-shaped light brown tile at the back. Refer to the high-poly Aten cruiser for inspiration, or perhaps the Osiris bomber and Isis transport, to see what Vasudans have done with irregular curved surfaces. There's potential for something really amazing there; consider that area a blank canvas.

Again, superb work. I think I speak for all of us when I say you're a valued contributor. We're also really excited to see your work in-game. Unfortunately we've had some trouble getting your work out of Cinema4D and into more useful formats like .DAE, .OBJ or .3DS; can you export to any of those formats directly from C4D, instead of us trying to hack our way through it? Thanks!
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Offline blowfish

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Current polycount is 13492 triangulated without the engines and 26662 with the engines. I guess I have to reduce the polies on the engines. (didn't expect the engines to have as many polies as the entire ship lol).

Oh and it has a UV map. Im rearranging the map as I go along and paint directly on the model. Im already reaching my limit on the first one and i will have to split the model into more submodels.

Cool.  While 26k isn't all that much, it does seem rather alarming that they are taking up half of the ship's polygons.  Perhaps moderate poly-reduction combined with detail boxing could remedy the problem :)

 

Offline Snail

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I think 26k polies is a bit too much, especially if they're spent mostly on the engines. Nobody will really see the engines much because of the engine flares, so spending half the polies on that is a bit extraneous. Those polies could easily be spent on destroyable subsystems (w00t) and other details...

Just my 2 cents. :)

 

Offline colecampbell666

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Yeah, as Galemp said the engines aren't going to be sen anyways if they're destroyed to remove the engine glow, and that removes the engines as well. Catch 22.
Gettin' back to dodgin' lasers.

 
i had some trouble getting ideas for the saddle thing, but this is what i sketched up.
what do you think?

[attachment deleted by MSC

 

Offline Rodo

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I like your idea, it would be a really cool adding to the model, but some might say it will brake retail performance of the model, maybe keeping that hole but trying to make it not so deep (otherwise fighters will have a blind spot to use).

still I love it, the plain thing on the back was screaming for an upgrade compared to other sides of the model :D
el hombre vicio...

 

Offline Commander Zane

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Perhaps keep it plated as it goes down like you have it drawn on the very front of that area.

 
Well my idea was that the hole would have some kind of lid connexted to the back by struts so that fighters can't fly inside, and the inside illuminated by the reactor sphere at the bottom.
But a less deep hole might be a good idea as well.

 

Offline Rodo

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Well my idea was that the hole would have some kind of lid connexted to the back by struts so that fighters can't fly inside, and the inside illuminated by the reactor sphere at the bottom.
But a less deep hole might be a good idea as well.

so that shining ball was the reactor? I was wondering what was that over there, you got some unique ideas :cool:
el hombre vicio...

 
a question: the transparent cockpits windows of the htl fighters, this can be done with cap ships too, yes?

 

Offline Galemp

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Yes, but only very carefully. I see what you're thinking, just don't go too far in the other direction, okay? :)

I like Zane's idea: keep those plates marching down the back. Is that where the reactor subsystem actually is? If so, make the reactor model the same size as the subsystem bubble so that it can be destroyed in about the same place.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 
Here the redesigned saddle thingy and a look into the reactor chamber.

[attachment deleted by MSC

 

Offline freespaceking

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wow that looks awesome great work. :)

 

Offline Snail

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Will it be a destructible subobject? :nervous:

 

Offline Black Wolf

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Holycrapwow. He's done that whole bloody back area, textures and all, in about 13 hours.  :eek:

Incidentally, it rules, though perhaps a darker shade of blue (like on the Typhon) or changing it to yellow to fit with the rest of the ship. That's minor though -0 the damned thing rules. Best fan made Vasudan capship I can think of by far, and while the design (obviously) is [V]'s, it's the implementation that makes this one so impressive. Keep it up :yes2:
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Offline Commander Zane

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Yeah, I can't wait to replay the first mission of the FS2 campaign.

  
@snail, the reactor subsystem is at that position, so yes it will be. If i can figure out how to implement it later