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Proposal: Spacecraft Design Contest

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Sep 26, 2005 johnhawl218 link
not asking you to, but I'm not going to change either "just for you" =)
Oct 03, 2005 Phaserlight link
So... Harry, John... how them ships coming?
Oct 03, 2005 johnhawl218 link
Wish I could say soon(tm) but alas my model is just too complex to ever truely work with VO so I've put it aside to work on some other projects. But, perhaps I'll revisit it in the future when my skills with blender have matured a bit and I can fix some of the major issue with it. Namely too many verticies. If someone feels up to the challenge and would like to see if they can lower the poly count and finish the materials and textures feel free to contact me and I could arrange an email of the files.

I'm sure Harry has rapped up a few more of his models. B)
Oct 03, 2005 Harry Seldon link
I've been working on it, but I had TONS of work this weekend, so not until tuesday or wed. this week will I be able to work on them again. Also, being sick sucks. Just thought I'd mention that. :(
Oct 03, 2005 who? me? link
yeah lets see this ship ingame!
Oct 03, 2005 waleran link
OMG, Phaserlight, thanks SO much for that link to the textures. I needed some aerial views for a project -- really glad to see this web page!
Oct 03, 2005 waleran link
Incarnate, I just now saw your link about the ship creation process. Thanks! I know I'll enjoy reading that, just like I've enjoyed seeing the VO crowd unleash their creativity in this thread.
Oct 03, 2005 fooz2916 link
I thought I'd just check this thread out, and that Deimos fighter looks awesome, BUT IT'S HUGE!!!!

It's just way too big a target, it wouldn't be that hard to hit it with a plasma cannon from 500m
Oct 03, 2005 who? me? link
there is nothing around the ship to provide any comparison of size. therefore you have no idea it is/will be/whatever you get the point.
Oct 03, 2005 CrippledPidgeon link
the cockpit is generally a good indicator, who? me? It looks about as long as a Prom and much much wider.
Oct 03, 2005 Harry Seldon link
Pff, that's just 'cos of Vendetta's wacked out sense of proportion.

:-/

Edit: that said, I was thinking along the lines of a *slightly* larger, heavier, more armored vulture.
Oct 05, 2005 Phaserlight link
What's wrong with big ships? Just give 'em more armor. The HAC is almost a full kilometer in length...
Oct 06, 2005 johnhawl218 link
it's not that its big, but that it has a large surface area for an attack bomber, but who cares.
Oct 06, 2005 Dark Knight link
I've got a basic fighter design in the works. I'm making it using Wings3D, so don't expect any textures or anything else particularly fancy, but it's a cool design.

Does anyone know of any better modeling programs that would be compatible with Wings3D and would still run on a 333mhz PPC iMac G3?

EDIT: Here ya go-- my read only passwd is 1234

http://photobucket.com/albums/a363/Nikana_Olos/
Oct 06, 2005 johnhawl218 link
Waleran, what project did you need some arial shots for? Space.warp?
Oct 06, 2005 DagobahDave link
What's the skinning/texturing situation like? I know my way around Photoshop, and I've done some skinning for WWI and WWII sims. I'd love to get my hands on some spacecraft.

If you can point me toward a thread on skinning these birds, I'd appreciate it. If it's something I can do in Photoshop (and a free 3D modeling program) I'd be happy to discuss doing some skinning for ships-in-development.
Oct 06, 2005 Harry Seldon link
Well, this is the only thread on the ships so everything you find here is well, it. I s'pose I could post up a UV unwrap of a ship here, and let people have their fun. However, it's quite tough to see which ares correspond to which. However, what I think would be perhaps more useful, is if a few folks got together and made mock-ups of the Vendetta textures, similar to what I did for the Deimos.

As a kind of 'trial run', I've put up an unwrap of the Sepat ( http://img.photobucket.com/albums/v178/Dimpfinator/Sepat.jpg ) here:
http://img.photobucket.com/albums/v178/Dimpfinator/SepatUV.png

That's right! This is your opportunity to turn this ****tacular texturing job into something that looks half decent. :P

As for errors in the UV unwrap, I just sent it through the unwrapper dealie, and whatever it spit out I took a screenshot of. Have fun.
Oct 07, 2005 johnhawl218 link
Hehe, that unwrap is much easier to use then what I'm dealing with. Now I'm no expert at the UVmapping so this is horribly done, but this will give you an idea of what I'm working with there as well. :o)

http://www.holtgraphicarts.com/archive_john/pictures/voimages/Itani%20Ships/Halcyon/halcyon_uvunwrap.jpg

high res:
http://www.holtgraphicarts.com/archive_john/pictures/voimages/Itani%20Ships/Halcyon/Cube.tga
Oct 07, 2005 Harry Seldon link
Alright. I finally got some time to put together an updated texture and bump map. I'm still working on the Secularity and Illumination maps, though if guild would rather just have it in it's current state, they're welcome to it. :P

Any fiddly texture suggestions are welcome, as are any others.

http://img.photobucket.com/albums/v178/Dimpfinator/Deimos-Composite.jpg
Oct 07, 2005 Gavan link
Nice work guys. I only have two suggestions. First off, the same problem I had with waylon's work, is that the scale of the texture appears to be waay to big. What I mean is that the size of the metal texture makes the ship look like it is the size of a drain hole cover. Same thing I noticed with the ingame models such as the centurion.

The second is the rust. On the Deimos, it looks as if it is being used as an aesthetic element by the ship designer. Sort of like the horse urine on copper roofs that architects use to make it green. The rust is very defined, and doesn't cross any of the segments. In those sections, it is completely consuming the metal. But in the bordering sections, the metal is pristine, untouched. One would think that if it was a naturally occuring errosion, then it would not be so prejudiced. Personally, I would think that space ships would have some sort of protection from rust if they were made from a metal that was prone to it. In which case, the rust would only show up in areas where there had been damage. Chipped paint, scratches, along the edges of components that see a lot of movement, etc.

Other than that, nice work. Look forward to the spec maps.