Topic: Battlestar Galactia Sins of the 13th tribe:-- done.  (Read 22714 times)

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Offline Kreeargh

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Battlestar Galactia Sins of the 13th tribe:-- done.
« on: November 23, 2009, 06:56:09 pm »
Ha HA Trek fans made you look.  :angel:  Nova class Battlestar wip. The Atlanta.
Im not sure how much model work i want to put in to a model which wont be used for sfc much but here goes. I am going to model every detail i can see from a ertel plastic kit i have but poly count is more important to me try and keep it below 15k. So far its goin ok but at 5k now the underside will lack the detail i want to make. Its hard to pick and choose what to model and what not to.
« Last Edit: January 17, 2010, 01:11:14 am by Kreeargh »
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Offline Magnum357

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Re: Nova class - The Atlantia
« Reply #1 on: November 24, 2009, 01:36:55 am »
Looks good so far.  Great job!    :)
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Offline Kitchener

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Re: Nova class - The Atlantia
« Reply #2 on: November 24, 2009, 02:56:27 am »
looks good  ;D

Offline Kreeargh

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Re: Nova class - The Atlantia
« Reply #3 on: November 24, 2009, 06:43:44 pm »
All other model work is on hold , i need to finish this model and create a Eastern alliance fleet from the 1 design that was seen in TOS, for my BSG 13th Tribe model pack.
 Everything in gold, grey and rust color is part of my first attempt at the Tos Galactia i posted a few months ago.  Its modeling of the same ship but that version has the bridge area changed as i didnt have that part of my plastic kit at the time for referance. Here is an update.
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Offline Dizzy

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Re: Nova class - The Atlantia
« Reply #4 on: November 26, 2009, 08:08:27 pm »
That is freaking AWESOME! Luv it. Hope it can be used in SOASE and if not, I'm making a BSG sfc mod anyway. Looks rocking man.

Offline Kitchener

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Re: Nova class - The Atlantia
« Reply #5 on: November 27, 2009, 03:34:04 am »
soase uses normal mapping does it not? are you making a high poly detailed model for the low poly normal mapping soase version?

Offline FoaS_XC

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Re: Nova class - The Atlantia
« Reply #6 on: November 27, 2009, 04:11:17 am »
That is freaking AWESOME! Luv it. Hope it can be used in SOASE and if not, I'm making a BSG sfc mod anyway. Looks rocking man.

Remind me to hand you my BSG stuff :-)
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Offline Kreeargh

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Re: Nova class - The Atlantia
« Reply #7 on: November 27, 2009, 10:39:28 pm »
That is freaking AWESOME! Luv it. Hope it can be used in SOASE and if not, I'm making a BSG sfc mod anyway. Looks rocking man.
I am modeling it for a Sins of a solar empires's  Bsg 13 tribe mod . I was the orignatior of the model pack/mod name but Kyogre12 is the coder and "creator" of the mod now
all i have done is model and export some of the models to be able to be used in sins. It is for sins and sfc ,pm me so we can combine resources for a SFC BSG total conversion mod if you would like.  I also am working on a BSG mod for SFC game series.
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Offline Kreeargh

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Re: Nova class - The Atlantia
« Reply #8 on: November 28, 2009, 01:20:21 pm »
Well There is a BSG section in my mod as probably everyone knows by now, its just slow work considering only Centurus and I are working on it.

I am working on a sfc2 mod and my guess Dizzy is working on a OP mod  you got 3 were all good . Your alwasy welcome to use my work but i know its not the quality you want for your mod.
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Offline Dizzy

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Re: Nova class - The Atlantia
« Reply #9 on: November 28, 2009, 05:51:15 pm »
Well, 1st thing we probably need to do is get thumbnails of all the models created that would look pretty in a mod and categorize the models by class similar to how SFC is done and then someone will need to go thru armaments of each ship so I can setup weapons and arcs and shields... Its a big project, but it's probably workable enough to where it would be hellafun to play a mission using BSG stuff.

Offline Kreeargh

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Re: Nova class - The Atlantia
« Reply #10 on: November 29, 2009, 01:33:01 am »
Well, 1st thing we probably need to do is get thumbnails of all the models created that would look pretty in a mod and categorize the models by class similar to how SFC is done and then someone will need to go thru armaments of each ship so I can setup weapons and arcs and shields... Its a big project, but it's probably workable enough to where it would be hellafun to play a mission using BSG stuff.
The problem is chooseing what to use from what we all have. I have enough to fill 4 slots in colonials alone.  I had a hell of a time chooseing what to use for the 13th tribe mod with sins limmits its hard to have a Rag tag fleet  lol.
Heres the ships in the 2nd release of my model pack for the sins mod, the other pic is my rebuild of David Kerin's EA destroyer to start my Eastern Alliance faction the 3rd and final model pack i will release for the Sins of the 13th tribe bsg mod.
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Offline Magnum357

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Re: Nova class - The Atlantia
« Reply #11 on: November 29, 2009, 02:35:56 am »
If you guys want too, you can use my Mk2 and Mk7 Vipers I built that are posted on www.battleclinic.com.  They listed under the SFC section I think.  They don't get a lot of downloads, so I would be honored if you want to use them.
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Offline Kreeargh

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Re: Nova class - The Atlantia
« Reply #12 on: November 29, 2009, 04:32:13 am »
If you guys want too, you can use my Mk2 and Mk7 Vipers I built that are posted on www.battleclinic.com.  They listed under the SFC section I think.  They don't get a lot of downloads, so I would be honored if you want to use them.
I was wanting to use all your BSG models if i could?  I love your texture theme they fit perfect for my mid era ideas.

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Re: Nova class - The Atlantia
« Reply #13 on: November 29, 2009, 04:39:35 am »
Eastern Alliance fleet update  :D Hows this look for the fleet so far? I made a new game model of David Kerin's EAdestroyer design from battlestarpegsus.com
Also a fix of an older model of mine that was also converted to A2.
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Offline Magnum357

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Re: Nova class - The Atlantia
« Reply #14 on: November 30, 2009, 03:31:28 am »
If you guys want too, you can use my Mk2 and Mk7 Vipers I built that are posted on www.battleclinic.com.  They listed under the SFC section I think.  They don't get a lot of downloads, so I would be honored if you want to use them.
I was wanting to use all your BSG models if i could?  I love your texture theme they fit perfect for my mid era ideas.

Sure, I only have a few.  The Battlestar and the Lightstar I made weren't really my models, the original model was created by someone called "acient angel" so I can't really give you permission for those unfortunetly.

Thanks for the comments about the texturing.  I purposely "lightened" up the textures of the Mk2, Mk7 and Raven Auxilary craft to not only make them show up in SFC better, but I also did it to pay a little respect to the TOS series
of Battlestar Galactica, with a "lighter" theme you might say. 
« Last Edit: November 30, 2009, 04:08:03 am by Magnum357 »
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Offline Kreeargh

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #15 on: December 05, 2009, 11:50:16 pm »
Ea science research station and EA colony/repair cap ship #1 out of 7 . Sins fans will know what i am talking about Sfc fans will just get new models for the effort  :crazy2:  :lame:
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #16 on: December 06, 2009, 11:22:08 am »
 :rockinband:
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Offline Dizzy

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #17 on: December 06, 2009, 11:52:16 am »
These are fraking awesome. Guess I'll just have to work out the mechanics of the shiplist and ftrlist. Do we have published data that covers any kinda weapon rate of fire, damage, arc and number of hardpoints on these ships? I'd hate to make that up.

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #18 on: December 06, 2009, 12:48:24 pm »
These are fraking awesome. Guess I'll just have to work out the mechanics of the shiplist and ftrlist. Do we have published data that covers any kinda weapon rate of fire, damage, arc and number of hardpoints on these ships? I'd hate to make that up.
No most of the mod is on the fly design and modeling  :laugh: Only the canon ships have any info of the type. The 1 destroyer they showed in TOS of the EA wasnt much of a enemy of the Galactia and i think it only fired foward missles but i might be wrong on that.  I can help out with points ect but i would like some help to make things logical. 
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Offline Dizzy

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #19 on: December 06, 2009, 01:20:32 pm »
Well, as logical as it's gonna get will be the way SFCOP mechanics are done. We need to categorize these ships based off usable class type then assign them whatever values in these roles: There are ship classes, turn modes, acceleration, move cost, shields, weapons, armor, boarding parties, deck crews (how many ftrs will regenerate providing at least one ftr of a squad makes it back to the carrier), shuttles, ftrs, PF's, hull, warp, impulse, apr, battery, labs (shield regeneration), command boxes, transporters, mines, tractors, etc.

The more canon description we get on how the weapons and defensive armament works in conjunction with the shields, etc., will make less guess work and make the mod more legitimate. I'd say start off small with the basic classes of canon ships and playtest. As they say, the only true test is combat.

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #20 on: December 06, 2009, 05:28:03 pm »
Well, as logical as it's gonna get will be the way SFCOP mechanics are done. We need to categorize these ships based off usable class type then assign them whatever values in these roles: There are ship classes, turn modes, acceleration, move cost, shields, weapons, armor, boarding parties, deck crews (how many ftrs will regenerate providing at least one ftr of a squad makes it back to the carrier), shuttles, ftrs, PF's, hull, warp, impulse, apr, battery, labs (shield regeneration), command boxes, transporters, mines, tractors, etc.

The more canon description we get on how the weapons and defensive armament works in conjunction with the shields, etc., will make less guess work and make the mod more legitimate. I'd say start off small with the basic classes of canon ships and playtest. As they say, the only true test is combat.


So far  i have not found any sfb/fasa type specks  only thing i found so far for Tos Galactia  is, Crew 700, Role carrier battleship, 32 known turbo lazers and fussion missiles and size.
here is my EA anti fighter cruiser.  :-\
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #21 on: December 06, 2009, 09:37:02 pm »
Here is the links to the Eastern Alliance Cap1 and the basic light fleet.
 http://sfc.battleclinic.com/docks/view.php?id=4734 Light fleet

http://sfc.battleclinic.com/docks/view.php?id=4733 Cap ship 1 colony / repair.
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #22 on: December 06, 2009, 09:54:13 pm »
Well, as logical as it's gonna get will be the way SFCOP mechanics are done. We need to categorize these ships based off usable class type then assign them whatever values in these roles: There are ship classes, turn modes, acceleration, move cost, shields, weapons, armor, boarding parties, deck crews (how many ftrs will regenerate providing at least one ftr of a squad makes it back to the carrier), shuttles, ftrs, PF's, hull, warp, impulse, apr, battery, labs (shield regeneration), command boxes, transporters, mines, tractors, etc.

The more canon description we get on how the weapons and defensive armament works in conjunction with the shields, etc., will make less guess work and make the mod more legitimate. I'd say start off small with the basic classes of canon ships and playtest. As they say, the only true test is combat.

What is the size of the largest stock ship in sfc? I am guessing 1/2 the size of the Galactia at most. 2 times those speks and keep shields the same. Galactia has 2x the fighter cap as a sfc carrier i think / with its ability to make more fighters with the aid of the flattop ship.
But what to use for weapons? no damn ph 4 gat phasers or ph3 for 10 of the 34 known weapon spots lol. 
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #23 on: December 06, 2009, 10:50:25 pm »
??
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Offline FoaS_XC

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #24 on: December 06, 2009, 11:50:20 pm »



want?
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Offline Dizzy

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #25 on: December 06, 2009, 11:54:11 pm »
Probably not. Extremely pretty, but probably too high poly. Are the ftrs over 250 polies each?

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #26 on: December 06, 2009, 11:59:45 pm »
i have a slew of fighters, but they are about 2k each.
I also have all of coxxons models (which I retexed a bunch of).
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Offline Dizzy

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #27 on: December 07, 2009, 12:00:37 am »
Kreeargh slow down, lol. B4 you hardpoint any of these models, we are limited to Ship UI's. Have you seen them in shipedit? There are only so many hard points we can use per model and only 4 weapons can fit in each of them. We will have to define offensive weapons, defensive weapons, main weapons and phaser weapons. They dont have to be phasers per say, but SFCOP has a phaser capacitor that we need to work with if we use phasers. What weapons will resemble plasma, if we use it at all... and how will drones work? There are 3x speeds of drones and 2x types of warheads and 3 types of launchers.

Beyond that, tho, before it's even considered... what I'd like to do is get an idea of what weapons ships had across the board BSG wise and go from there to implement some sort of comparison so we can comparatively approximate the kinda weapon loadout a BSG ship would likely have in SFCOP.

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #28 on: December 07, 2009, 12:02:37 am »
well, imagine about 288,000 polies for a ftr fight. That'd kill frame rate. They need to be at or under 300 to be usable. But damn... those ftrs are frackin sweet!

Offline Magnum357

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #29 on: December 07, 2009, 02:58:59 am »
I must say those Mk2 viper models of the Cassandra make my low poly models look pathetic.    :'(  But I did design them to be very low poly and texture size to work with low end systems.  Anyway, VERY nice models there.  They almost looks as detailed as the show. 

The nova class looks good too.  The EA ships looks great aswell.
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Offline Kreeargh

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #30 on: December 07, 2009, 07:23:43 pm »
Kreeargh slow down, lol. B4 you hardpoint any of these models, we are limited to Ship UI's. Have you seen them in shipedit? There are only so many hard points we can use per model and only 4 weapons can fit in each of them. We will have to define offensive weapons, defensive weapons, main weapons and phaser weapons. They dont have to be phasers per say, but SFCOP has a phaser capacitor that we need to work with if we use phasers. What weapons will resemble plasma, if we use it at all... and how will drones work? There are 3x speeds of drones and 2x types of warheads and 3 types of launchers.

Beyond that, tho, before it's even considered... what I'd like to do is get an idea of what weapons ships had across the board BSG wise and go from there to implement some sort of comparison so we can comparatively approximate the kinda weapon loadout a BSG ship would likely have in SFCOP.

I have to finish the model before i hardpoint it  :angel: she got another 4k in poly before i stop. What i did there was show spots of the ship where i have seen gunfire or missles launced etc watching tos epps of the show.
My past work i have done on my sfc2 bsg mod i have picked the ship ui that fit the "shape" of the model  the best.  We are not going to copy the # of weapons i know that for a fact. The Berzerk fire support ship has like 50  lazers and a big ass mauler type cannon in the front of the ship. Even if you just put in a bunch of gat phasers or ph3 you would have to have battleship power to get them all charged to fire while in movement. It really sucks frak that sfc2 or op cant work the sfc3 defiants phasers they would fit perfect.
I think all weapons can be used ,the Eastern Alliance faction doesnt really exist in canon with any real power there was only 1 ship seen but i wanted to add them to fill in the slots as much as i can. Its also not stoping us from creating more factions that all the weapons can be used for.  I think there is enough models to fill 2 colonial slots 2 cylon slots and 1 EA slot. bolth colonial and cylon can have tos slot and new show slot. We can even rig Foas vipers and others higher poly fighters to be a real weak frigets so you can fly some fighters in the game to get the bsg effect.
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #31 on: December 07, 2009, 08:39:13 pm »
Here is my Cylon Raider i made for the sins mod at 300 poly. I never did release this since there are 3 or 4 at battleclinic but i might as well now.  :P
http://sfc.battleclinic.com/docks/view.php?id=4735
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Offline Dizzy

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #32 on: December 07, 2009, 10:31:27 pm »
saweet!

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #33 on: December 07, 2009, 11:13:06 pm »
I must say those Mk2 viper models of the Cassandra make my low poly models look pathetic.    :'(  But I did design them to be very low poly and texture size to work with low end systems.  Anyway, VERY nice models there.  They almost looks as detailed as the show. 

I use your work my personal and hopefully released sfc2 BSG mod .Your work fits perfect in my idea/plan of BSG ! glory isnt my goal  its user friendly is what i am looking for ! Glory perfect spot on is overated anyway,Too many want to do same job! You have some real Game modeling and texture stills! I suck a the arse even after 7 years of trying to figure it all out i am no better with textures than i was back in 04. I am the Ugulyth.
  If uguly didnt exist not many would want to improve the concept to make it what the One that works on it improve the ideas of others.  Damn if that isnt Vulcan logic then please shoot me  :laugh: I am proof that Uguly works in some cases. :-\ :D
Edit agian : Damn ! i am now a full Lt after all these years  :buck2:
« Last Edit: December 07, 2009, 11:42:04 pm by Kreeargh »
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Offline Magnum357

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #34 on: December 08, 2009, 03:04:02 am »
Thanks, I did work hard on the Mk2, Mk7 and the Raven even though they are low poly/texture size.   :)  If your going to use the Raven, keep in mind its not really a combat craft (although there was suppose to be an experimental combat variant).  Its mostly just a refueler/support vessel, somewhat similar to a Raptor only using early tech.
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Re: Nova class - The Atlantia
« Reply #35 on: December 09, 2009, 11:44:16 pm »
soase uses normal mapping does it not? are you making a high poly detailed model for the low poly normal mapping soase version?
I have been told sins can handle 8k models ok so i plan to have a mix of model and texture detail " if someone takes the paying job gig i am offering to make a cool texture map for it that is. If not it will look like crap but be well detailed in the modeling part :laugh:
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Offline atheorhaven

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #36 on: December 10, 2009, 01:29:50 am »
Kreeargh..

I absolutely love that colony ship.. and your texturing style really works well with these ships.  Miles is right, you just need more confidence in yourself and these ships are a great way to show off your m4d 5kill$  ;)

Just work on these for a bit, and as a suggestion, try playing with using a natural material in your texture layers.. it'll add extra depth and realism.

I'll do a search for one of your meshes over on Battleclinic and send you a link to the result so that you can see what I mean.  What do you normally use to texture with so I have an idea of what format to put it in for you?
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #37 on: December 11, 2009, 07:40:07 pm »
Kreeargh..

I absolutely love that colony ship.. and your texturing style really works well with these ships.  Miles is right, you just need more confidence in yourself and these ships are a great way to show off your m4d 5kill$  ;)

Just work on these for a bit, and as a suggestion, try playing with using a natural material in your texture layers.. it'll add extra depth and realism.

I'll do a search for one of your meshes over on Battleclinic and send you a link to the result so that you can see what I mean.  What do you normally use to texture with so I have an idea of what format to put it in for you?

I use mspaint and paint shop pro8, mspaint for my scratch texture work and try to bump it ect will psp8. But for the most part all i do is hack and slash textures of coxxons bsg fleet. Im no artist i have no clue what kind of details to make let alone how to make them proper. 
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Offline Magnum357

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #38 on: December 12, 2009, 02:28:11 am »
Kreeargh, I agree aswell, these models for your mod are looking great!   :)
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Offline Kreeargh

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #39 on: December 14, 2009, 07:10:26 pm »
If i didnt have a timeline to finish what i need to i would have alot changed to fit what I see in the BSG series. {Something i can go back to later if i need to i guess}
But for now im lucky to come up with a design and model it in 1 night. Maping and hack slashing some textures for it ends up takeing me another night. If i really wanted to detail the models how i see them with my scratch texture skills it would be  6 months or so for just 1 ship. I dont have the time i have 11 models left to go to fill in the slot EA slot with less than 15 days left ,trying to think up Cap ships for the EA is not an easy task in itself. And the darn TOS Galactia i have to get that done to  :-\ .
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #40 on: December 19, 2009, 11:34:21 pm »
Eastern Alliance bomber    :)  Its got the poly count i want im just not sure on the texture style i want.  No to xwing  and viper style :smitten: but what else is there ??   :-\
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Offline atheorhaven

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #41 on: December 28, 2009, 01:32:06 pm »
You could always look at styles like the Thunderbolt and Starfury.. or Stargate's F-302's.  It may give you some ideas..
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #42 on: December 29, 2009, 12:00:13 am »
Wow and wow, I love all those BSG ships. have a few of the smallers for my Pirates.

And, my Klingon Fighter pilots love their Viper. This one is Atra's from like 2002, one of my first retextures just for my home box.

That Viper from the cassandra is just amazing. 

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #43 on: December 29, 2009, 01:04:06 pm »
Eastern Alliance bomber    :)  Its got the poly count i want im just not sure on the texture style i want.  No to xwing  and viper style :smitten: but what else is there ??   :-\

give it a stealthy look like the new battlestar or more utilitarian like those fat pod things they flew in the show..forget what they're called. bombers aren't generally pretty anyways..

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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #44 on: January 01, 2010, 11:51:20 pm »
I am almost finished with the EA bomber i went for a WW2 rivet texture style , But its not Coxxon quality or anything  :-[ .
I had to make a BSG Sins of the 13th tribe Empire Territory map of my thoughts. Nasa immages help alot  :angel: , BSG Fans please help me add names of planets for the Cylons and Eastern Alliance?

Edit map name error fixed  :P
« Last Edit: January 02, 2010, 01:10:29 am by Kreeargh »
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Offline Kreeargh

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20 views and no opinions of my BSG map crapola  :knuppel2: how rude  ;) bump
I was thinkin about goin for this background to show empire territory but im not as fond of it as much.  :-\ 
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Re: Battlestar Galactia Sins of the 13th tribe:-- Empire map need opinions?
« Reply #46 on: January 08, 2010, 12:37:41 pm »
Looking good so far especially the original model.

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Re: Battlestar Galactia Sins of the 13th tribe:-- Empire map need opinions?
« Reply #47 on: January 08, 2010, 04:16:12 pm »
I think both Kreearghs and Fallen_warriors space pics would be good choices.  Very detailed.  Fallen Warriors pic is probably a better representation of a galaxy, assuming you wanted to cover that amount of territory.
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Re: Battlestar Galactia Sins of the 13th tribe:-- Empire map need opinions?
« Reply #48 on: January 08, 2010, 05:46:03 pm »
I think both Kreearghs and Fallen_warriors space pics would be good choices.  Very detailed.  Fallen Warriors pic is probably a better representation of a galaxy, assuming you wanted to cover that amount of territory.
I need to make several maps infact for the project. The first one shows empire territory and basic planet placement something that might be seen on a view grid on a battlestars bridge. The colors are area claimed by each empire not nebula or space stuff. I have to make 3 maps of this type 1 for each empire. Others i need to figure out would be projected course to earth and Tos era empire maps to show what it all looked like before the EA.

Fallen i like that Galaxy map is there larger sizes avalable?

Thanks Age I plan on getin back to the old Gal this weekend and finish her up.

Here is my version of the Ragnar anchoridge. A bit high in poly but it was hard for me to keep it this low  :crazy2:
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Re: Battlestar Galactia Sins of the 13th tribe:-- Empire map need opinions?
« Reply #49 on: January 09, 2010, 05:27:47 pm »
RAGNAR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

For your pipe work it looks like your using 6 sided cylinders.... try using 5 or even 4
The 6 pipes going to the center section are 6 sided but all the rings are 4 , i think i can cut 800 or so poly from the center section though. I need to add tubes and what not at the bottom of the station its lookin to naked down there.  :-\
I wiped this out today trying to get things done heres 2 versions of the colonial defence platform the one with the blue part is the missle upgrade model.
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Re: Nova class - The Atlantia & ------ Models of the 13th tribe-----
« Reply #50 on: January 11, 2010, 11:49:00 pm »
I am almost finished with the EA bomber i went for a WW2 rivet texture style , But its not Coxxon quality or anything  :-[ .
I had to make a BSG Sins of the 13th tribe Empire Territory map of my thoughts. Nasa immages help alot  :angel: , BSG Fans please help me add names of planets for the Cylons and Eastern Alliance?

Edit map name error fixed  :P

Only one name was ever mentioned for The Eastern Alliance.  And that was Paradeen.  All other planets in the Eastern Alliance / Nationalists were Lunar Colony #X.  Where X is the number listed.  (And of Course, there is Terra)

As for the Cylons, there are only two systems that were mentions.  Gamoray, and Cylon.

Also, while it doesn't seem very plausible, but on screen references seem to indicate that the only Star-faring ship was the Destroyer for the Eastern Alliance.  Of course that makes about as much sense as a BattleStar being completely unsupported by frigates and destroyers.
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Re: Battlestar Galactia Sins of the 13th tribe:-- Empire map need opinions?
« Reply #51 on: January 12, 2010, 12:20:55 am »
 :-\ Yea i may have jumped on another worthless idea

screw it !  Take a break at it.
« Last Edit: January 22, 2010, 12:09:43 am by Kreeargh »
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