Galactic Empire Mod stuff - Page 5

Galactic Empire Mod stuff

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Caydr wrote:Of course, I swear by it. Nobody here would even know about wings if it wasn't for me...
been using wings3d since december of last year, I figured people finally listened to me :(
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Caydr
Omnidouche
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Post by Caydr »

I've been using Wings since 2002 :P
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Michilus_nimbus
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Post by Michilus_nimbus »

I wonder why Anim8or is so devilishly underused.
Really, I think it hasthe cleanest interface I've ever seen in a free 3D modeller.
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Caydr
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Post by Caydr »

Final model for fighter 4:

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Last edited by Caydr on 25 Jan 2006, 08:24, edited 1 time in total.
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smoth
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Post by smoth »

Hmm, the cockpit seems a bit flat.
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Caydr
Omnidouche
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Post by Caydr »

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Zenka
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Post by Zenka »

Looks great. Love the design.
The window is highly reflecting when you turn it on, isn't it?
(if not, plz make it so. That would rock).

How many poli is it? for a fighter is seems a lot. (yes it is discussed the number of poligons ain't the most stressing thing for your CPU. But still, it won't like a googol of it.)
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Caydr
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Post by Caydr »

It's 1250 triangles. A bit high (my standard fighter triangle count is 1000-ish), but hey, I'm too lazy to really do anything about it right now.

Yes, about the lighting... see, I'd forget my own testicles if they weren't firmly glued between my legs.

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(here's hoping they can fix up the lighting code so it doesn't kill performance so badly)
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Masse
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Post by Masse »

very pretty... but u could probably throw that --||||||||--- part of the model away and put flat there instead :wink:
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Caydr
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Post by Caydr »

I could also make krogoths the size of fleas, but I won't...
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Masse
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Post by Masse »

Caydr wrote:I could also make krogoths the size of fleas, but I won't...
me too :roll:
but really that can be done with texture's well it wont have same depth

hah... i know u dont want to change the model cause u uv mapped it allready and textured :wink:
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SinbadEV
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Post by SinbadEV »

No, he doesn't want to change it because the whole point of GEM is to look Awsomes
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Caydr
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Post by Caydr »

Image

(.......time passes........)

And here's the final, with turrets:

Image
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Zoombie
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Post by Zoombie »

Looks nice. But you should use Zoombie's Plan for makeing totaly sweet stuff:


Step One: Plan something really cool!

Step two: A mirical occures!

Step three: And we have a finished product!
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TheRegisteredOne
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Post by TheRegisteredOne »

now all you need to do is add some decent texturing (is uv mapping ready yet?) and kill the shiney and curves, and add some details.
Chocapic
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Post by Chocapic »

youre really getting some magnificent units out there , how many units will this mod have ?
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Caydr
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Post by Caydr »

I can't say the exact number just yet.
TheRegisteredOne wrote:now all you need to do is add some decent texturing (is uv mapping ready yet?) and kill the shiney and curves, and add some details.
You better be kidding.

Here's the latest batch of screenshots, featuring the newly completed Guardian and Warrior-class destroyers. Scale is close to final.

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Argh
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Post by Argh »

Um, at the risk of being offensive... I have to agree with TRO, your uvmapping skills aren't all that yet... I will have S3O shots coming out soon, but for now...

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Polycount = 413, 1 DDS DXT1 map @1024 ... and yes, this was something I built to prove to the FL community that ever-higher polycounts wasn't necessary. It was the start of my attempts to teach better texturing methods, which have been very successful there. So... um... if it looks simple and boxy, it IS simple and boxy. But in an RTS, it wouldn't matter one bit- from a mile up, it'd just be a wee little speck, so who cares?

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Polycount = 1431, 1 DDS DXT1 map @ 2048

Yes, I know that the size of the DDS's are a bit high for an RTS... I will be trying to make them one DDS DXT3 @ 512 for the Spring content I make, to keep from bogging people's poor videocards down too badly. DDS DXT1 maps are really quite friendly, though- they only eat 500Kb in video RAM, or 1MB with 8 mip levels. I dunno how Spring handles video memory, though, so I'm going to be really conservative for the first stuff...
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Caydr
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Post by Caydr »

Oh yeah, I know they're not the greatest. I don't really have a lot of source material though... it's a 1994 game and I can't even see ships from the angles that are most useful. Things like side/top views are all but nonexistant, etc. My only source material is the rotating models you find in the game's research screen, and if I pause it to try to get a better look the game crashes because it's not up to par for XP :(

I'm pretty sure TRO must've been kidding or something, suggesting less roundness and shininess is is kind of ridiculous given that the whole reason for more powerful graphics cards is to be able to make such things.

In any case, as cheap as my textures may look to you, they can only get better with time. I've never even made textures before the ones I've made for this mod. I probably could make ones that look a fair bit better, but I'm trying to stick to whatever bits and pieces of source material I've got as closely as possible. I mean, I could go with colouring book style ships like you see in Homeworld just fine, but they're not exactly the most realistic things I've ever seen anyway.

(btw, aside from the cahudhri, streak, and a handful of others, the ships are actually supposed to look very industrial, utilitarian... not really built for looks. They're not much more than ancient war relics.)
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Argh
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Post by Argh »

I have no doubt that your skills will improve greatly over time- and I'm not trying to imply that you suck, trust me- the amount of stuff you've already converted to S3O already, on top of working on AA, is pretty mind-blowing- when do you, y'know, sleep? :-)
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