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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Fan Art » » Some Ships I've Been Working On!
 Author Some Ships I've Been Working On!
Fleet Admiral Shark
Fleet Admiral
*Renegade Space Marines*


Joined: April 01, 2009
Posts: 30
From: Canada
Posted: 2013-02-07 16:59   
http://imgur.com/Pbhwrf8,VclO4dC,P2jdPHk,m9OQP6h,MnkjGrw,PE426jF,Mm1C8z5#0 You will have to copy the link.

Tell me what ya think! I've been slowly working on these for a long time.
When I finally make some really good looking models, I will make a nice trailer!

The trailer will probably be about the Sirius Incident rendered in 3ds max.

Throw all criticism at me.



Wanna job? Texture my ships with a salary $0.01/per year!
[ This Message was edited by: Fleet Admiral Shark on 2013-02-07 17:01 ]
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2013-02-07 17:44   
To add images to posts, put the full url between [ img] [ /img]

For others' benefit here are the images from the OP:









Promising so far, especially the ICC dread. If you could get the others up to a similar level of detail as that then I think you're on to a winner.

[ This Message was edited by: YIIMM on 2013-02-07 17:45 ]
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2013-02-07 18:20   
very cool dude!! wish I had the skill to do stuff like this.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-02-07 18:45   

Thanks for posting this Shark. It's amazing that you actually tried to replicate the existing ships in DS all by yourself.

What you need to do next is to texture them.

Let me point you to some hull texture samples. Obviously I can't pass you the DS textures as they belong to Palestar, so the next best thing would be.







And a simple UV map tutorial for starters.

http://www.youtube.com/watch?v=EoUzm_x2wP4

Try giving them some textures first.



_________________
... in space, no one can hear you scream.....


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-02-07 18:57   

I like your ICC dread model. A couple of the staff think it's pretty good too. It's quite high poly from what we can see. Very good if you are making simulator games like Wing Commander where your fighter can fly up close beside it. Perhaps for your movie, you can have a scene where a fighter flies past or over its hull at a close angle? That'll show off your details.

For game models in DS, since we're actually playing at a more tactical/strategic level, with a viewpoint that's further out, you won't need to spend so much polys on little details and hull greeble. Just use textures to do that magic.

Kluth model needs to be smoothened. Use smoothing groups to achieve that.

The UGTO dread is nice. Just needs to be textured. Same for the cruiser. The mesh looks fine from the pics, so your next step would be to texture it and see if you can give it more life.




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... in space, no one can hear you scream.....


Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2013-02-07 20:38   
Nicely Done!
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2013-02-07 21:33   
Quote:

On 2013-02-07 18:57, Kenny_Naboo wrote:


For game models in DS, since we're actually playing at a more tactical/strategic level, with a viewpoint that's further out, you won't need to spend so much polys on little details and hull greeble. Just use textures to do that magic.







I'm wondering if the game engine will support baked normal maps.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-02-07 21:55   
Quote:

On 2013-02-07 21:33, YIIMM wrote:
Quote:

On 2013-02-07 18:57, Kenny_Naboo wrote:


For game models in DS, since we're actually playing at a more tactical/strategic level, with a viewpoint that's further out, you won't need to spend so much polys on little details and hull greeble. Just use textures to do that magic.







I'm wondering if the game engine will support baked normal maps.




All our models go through a piss test before being imported.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-02-07 22:06   
Quote:

On 2013-02-07 21:33, YIIMM wrote:


I'm wondering if the game engine will support baked normal maps.




The game accepts bluescale normal maps. Baked or not is probably irrelevant to the engine. The problem is that you have to ensure that your normal maps correspond not only with your hull details, but with the textures too.

You'll have to export your model into FBX format. The game also (AFAIK) does not recognize materials. So assigning materials to your model in 3ds max doesn't do a thing for your model ingame. Everything depends on your texture, normal maps, illumination map, and alpha. There may be more, but I've not had the chance to play with the resourcer much and do not fully understand it yet.

DS hull plating and various other detailing textures are already kinda busy. So you're gonna have to apply those textures very carefully to areas with a lot of detailing.

ATM, I don't bake normal maps because I use the nVidia filter to create the bluescale maps from the texture maps.

Another thing is that Faustus prefers texture maps limited to 512x512 or 1024x1024 max. Some of my ICC ships are using 2048x2048 maps because they're unimesh models. It's very hard to squeeze a unimesh model that has 3000+ polys into a 1024x1024 (or smaller) map and still maintain texture clarity and sharpness.

So in future, I will probably (and I would advise anyone here wanting to model for DS) to create models in separate pieces/elements (maybe 3 or 4 elements) attached together as a single object. Create separate texture maps for each element.

Honestly, I dunno if four 512/512 txt maps will consume more memory than a single 2048/2048 map. That's a question for F or Pantheon.


I've converted all of my UGTO dreads from 2048x2048 maps to 1024x1024. They're a little less detailed texture-wise, but the files are significantly smaller and will save system resources when loading.

The issue is that the UVs are heavily overlapped, to squeeze that model on a single 1024 x 1024 map. If in the future, the game wants to go with AO maps, then all this will have to be redone because AO maps don't work very well with overlapping UVs.



[ This Message was edited by: Kenny_Naboo on 2013-02-07 22:17 ]
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2013-02-08 06:49   
Quote:

On 2013-02-07 21:55, Pantheon wrote:

All our models go through a piss test before being imported.




_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2013-02-08 09:20   
Quote:

On 2013-02-07 21:55, Pantheon wrote:

All our models go through a piss test before being imported.




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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2013-02-08 20:38   
I keep thinking star trek when i look at the ugto crusier...the blue glowing nacelles


but good none the less
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