Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: markyd on October 16, 2009, 08:58:41 am
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I am going away to Afghanistan in the next 3 weeks, it was supposed to be friday but its been delayed, anyway, whilst I'm away and in the mean time, I want to build a shuttle pack, starting with fed shuttles, (all of them) then fighters before moving onto other races, these will be released in packs via race not era. So you will get a complete pack of fed shuttles all era's plus some new additions etc, then all klinks etc etc.. ya see where it is going. These shuttles and fighters will all be high quality that said.
Question 1: what do you think the poly limit should be:
Question 2: what do you think the max tex file size should be:
I was thinking max poly of 500 and max texture size of 1024's with todays tech that should be good.
Any model submissions you guys have will be appreciated as this will be a long project, and I'm starting with the feds.
Finally anyone who wishes to help out here and there may do so, but the final packs won't be released until a race is completed.
**royalty free**
Im currently working on the Galileo TMP shuttle
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unless it's something special like the rom shuttle or delta flyer then maybe a bit more poly.
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Starforce mate, throw in the examples... show me what you want...
I dont wanna go searching the net here, time is a not a lesuire I have..
Galilao images
Miles.. I know you have i deas for this, and FOAS I know you can throw those meshes out...
Dont make me name names here lol....
But I was kinda upset by RIKERS thread.. ( the lad is talented) but to come into here with models to sell kinda ruffs my beef... this communtiy wont pay for schi*t while i breathe.. no way.. I grew up with this stuff.
Riker mate you keep selling, thats ur bag... But this community can produce its own when motivated.. miles get ur whip.. the rest of you post ur schit.
Keeping her good that 800 tringles, 600+ plies
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What font do I need for the Galileo??
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But I was kinda upset by RIKERS thread.. ( the lad is talented) but to come into here with models to sell kinda ruffs my beef... this communtiy wont pay for schi*t while i breathe.. no way.. I grew up with this stuff.
Riker mate you keep selling, thats ur bag... But this community can produce its own when motivated.. miles get ur whip.. the rest of you post ur schit.
I totally agree. Riker's good - and his models are worthy of selling (assuming that he got the okay from atolm to sell models of his concepts) - but don't advertise here.
MarkyD - Would you be interested in designing/modelling a few TMP-era fighters? The Stock fighter just doesn't cut it in my mind and A shuttle with wings looks bad.
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700 to 800 for admin shuttles is fine, maybe even a bit more. A modern machine with a current vid card should handle it. It's not like there are a lot of admin. shuttles on the board at once, generally. Fighters are a different story. They should be as simple as possible while still being good looking enough to be worthwhile to do.
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With all due respect fallen warrier, but I have a very low end system (pentium 3) and prefer too keep my models simple for us low end users. I worked on a Battlestar Galactica Viper Mk2 model a while back, and even though I kept the poly count and textures very low, I found out in a hurry that you need a powerful system if you want to have a lot of fighters flying around on screen. Not trying to be negative, but please don't dis the lower end users. ::)
Besides, poly count is not the biggest concern, I've notice textures and texture size is the main issue you need to worry about more then poly count.
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My usual triangle count limit is as follows:
Fighters = average of 1k, maximum of 2k
PFs = average of 2k, maximum of 4k
Relatively Small Ships (frigates or destroyers at most, but even I usually bump it up to the next level) = Average of 4k, maximum of 8k
most ships = Average of 8k, maximum of 15k
Stations = Maximum of 15k
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okay, the last time we had a discussion about poly count limits - things degraded into a flame war... can we let that NOT happen again?
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I'm not trying to cause a Flame war. I'm just saying that a small and ever decreasing number of low spec users shouldn't be given that much concern as they would have a couple of years ago. Not when there's an entire and just as old community (Armada 1 and 2) who specialize in super low poly model creation. SFC is a mid range game, Whilst BC and Legacy are the higher ends.... This should be taken into account when it comes to new models. You yourself Fury even agree to this idea in part. Otherwise you wouldn't be revamping lower poly models into something a little less blocky.
As I said, I mean no dis-respect to the low end users and ultimately it's down to the person making the models. MarkyD asked for my opinions. I gave them.
Nah, no worries. I'm not trying to insist that you are starting one, I just meant it as a "let's not go down that path again".
And you are right, I do have a firm grasp on where my polycounts are. You make a good point - if people continually shoot for the lowest existing specs, those with high specs or even average specs don't get as rich an experience. It's a juggling act.
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It is always as follows you have to keep the poly count as low as possible without Sacrificing shape.
Textures can be used for allot of detail work. Also Textures do effect the video and game the most and should be done with a small as you can for size and number. Once again though these should not be done samller than you need to to cover an area or detail section you want shown
Samller and less without Sacrificing the design is the goal
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It is always as follows you have to keep the poly count as low as possible without Sacrificing shape.
Textures can be used for allot of detail work. Also Textures do effect the video and game the most and should be done with a small as you can for size and number. Once again though these should not be done samller than you need to to cover an area or detail section you want shown
Samller and less without Sacrificing the design is the goal
Bingo!!! We have a winner folks. Use as many polies as it takes to make the design you want at the type of resolution that it will be rendered at.
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It is always as follows you have to keep the poly count as low as possible without Sacrificing shape.
Textures can be used for allot of detail work. Also Textures do effect the video and game the most and should be done with a small as you can for size and number. Once again though these should not be done samller than you need to to cover an area or detail section you want shown
Samller and less without Sacrificing the design is the goal
Bingo!!! We have a winner folks. Use as many polies as it takes to make the design you want at the type of resolution that it will be rendered at.
Which for some is more than others ;)
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Which for some is more than others ;)
Tus - get your tongue out of your cheek.
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Which for some is more than others ;)
Tus - get your tongue out of your cheek.
huh... me ... never.... ;)
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Starforce mate, throw in the examples... show me what you want...
I dont wanna go searching the net here, time is a not a lesuire I have..
Galilao images
Miles.. I know you have i deas for this, and FOAS I know you can throw those meshes out...
Dont make me name names here lol....
But I was kinda upset by RIKERS thread.. ( the lad is talented) but to come into here with models to sell kinda ruffs my beef... this communtiy wont pay for schi*t while i breathe.. no way.. I grew up with this stuff.
Riker mate you keep selling, thats ur bag... But this community can produce its own when motivated.. miles get ur whip.. the rest of you post ur schit.
Keeping her good that 800 tringles, 600+ plies
Examples of what? Delta flyer and rom shuttle are both canon. If you want examples of non-canon, I can probably find them. I was just suggesting that if you decide to keep them low poly so multiple examples can run on the screen easily, just to keep in mind that certain special shuttles like the delta flyer or the romulan shuttle would probably be a couple that you'd want to throw some extra on because the Delta is ofcourse popular and the rom shuttle has never really been done, unless you count the upsized stock armada 2 ship that bears a close similarity to it. Ofcourse, you can do with 500 poly what the authors of armada 2 couldn't do with 2000 I'm sure lol
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I am going away to Afghanistan in the next 3 weeks, it was supposed to be friday but its been delayed, anyway, whilst I'm away and in the mean time, I want to build a shuttle pack, starting with fed shuttles, (all of them) then fighters before moving onto other races, these will be released in packs via race not era. So you will get a complete pack of fed shuttles all era's plus some new additions etc, then all klinks etc etc.. ya see where it is going. These shuttles and fighters will all be high quality that said.
Question 1: what do you think the poly limit should be:
Question 2: what do you think the max tex file size should be:
I was thinking max poly of 500 and max texture size of 1024's with todays tech that should be good.
Any model submissions you guys have will be appreciated as this will be a long project, and I'm starting with the feds.
Finally anyone who wishes to help out here and there may do so, but the final packs won't be released until a race is completed.
**royalty free**
Im currently working on the Galileo TMP shuttle
Sorry you have to go there of all places :'( Keep it safe man watch your back.
All due respect for sfc1 2 and op but go for sfc3 model specks max 2500 in poly and 1024x would be fine as one could scale it down for sfc2 if needed. Are you just sticking with Trek small craft? If not i have a few bsg and starwars that might fit in the catagory of fighters shuttles and bombers. Also your welcome to use the fed hornet fighter i made way back in the day it could use a update ;) . Keep it safe keep modeing and keep us Free :notworthy: :notworthy: :notworthy: :thumbsup:
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I hope he does the time shuttle aeon. Nobody has done it good except redragons which never ports right.
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The Aeon shuttle, what edpisode of voyager was that in?
@ kreeargh, thanks mate and sure.. send the fighter over mate, or is it on Battleclinic?
@ miles, your making ur own meshes now, why not make a klink shuttle or fighter or summat.
Good reading about the poly counts etc, made an interesting read, I especially liked GAFY's post.
@ FOAS designing/modelling a few TMP-era fighters, defo you have any examples?
Ill have the galileo textured today.
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Sorry, MarkyD, I wish I did. The TMP designs that exist and have schematics pretty much suck.
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I was hoping to have the Galileo textured today so I could start on the Aeon Time Shuttle, after that the TOS Galileo, but when I looked at it before textures I realised It needed more meshing and fixing up in areas, as it was a little angular, plain and not the correct shape. So I have spent a few hours fixing her up, all I need to do now is mesh in that detail on the top, and the underside. When Finished it will be less than 900 Polies. I noticed the TNG version of this is almost identical, just with new windows, large side pods removed and a new texture scheme, so I will make both.
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very nice work ;D
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I hope he does the time shuttle aeon. Nobody has done it good except redragons which never ports right.
Ported fine when I did it to SFC.. but I think I know why it didn't port over for you, it's the way that the mesh works.
Or do you mean, never ports right to BC? What all do you need to port to BC these days anyways? Send me a PM with the list, I'd like to see if I could port over to BC.. (never been bothered in the past).
markyd, *thank you* for starting this thread.. nice to see people starting to get fired up. ;)
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@ atheorhaven
Lol, no problem mate, look forward to seeing where this takes us.
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On going to mesh out the rear hatch detail I noticed It was the wrong shape :crazy2: so I have made the adjustments, and the mesh is now 100% ( could be more accurate) but i have lots of shuttles to make :) . It sits at 1200 polys which is higher than i would have liked, but for a 1200 poly shuttle i think it looks smooth and detailed, the textures on this model are quite simple when studying the studio model. So it should not take long to texture and map.
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Thanks Marc,
Question :- is this ship warp capable? I am texturing the necelles, and in all the images the grills are grey even on screenies on trek core from the "Final Frontier" where this shuttle first appeared.. leave em grey?
The TNG version has blue recesses that tells me its warp capable..
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I would say it is capable of a low-level warp. Say, limit on warp 3
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Ok, thanks fellas, I will make some amendments,
I really need the font for the script Galileo.. anyone know what it is?? or do i have to do it by hand >:(
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Yeah I thought i might have too :(
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Texture update
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Very nice job very well done ;D
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Looking good MarkyD. Any thoughts about finishing up the long lost Arrow to release with this baby?
Stay safe and remember - the only good bad guy is the one under your sites...
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Yes please, Arrow please. ;)
If it's survived to present day of course...
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I still have the arrow.. just need the motivation to finish her >:(
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You'll have my undying admiration as motivation - oh wait you already have that :D
She was so near completion, as I remember, you only wanted to tweak a few more textures. I liked her the way she was - she was a work of art.
If you want to release her as is or with the tweaks, I'll HP/DP and convert her overnight for ya. Just send her to the email address in my profile (with any directions you prefer and what you'd like in the readme).
Come on MarkyD -- YOU CAN DO IT!
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That's it.. the Arrow isn't lost, it just took a "three hour tour, a three hour tour.." ;)
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Lol...
Arrow, she will never go away.. I finished the galileo shuttles last week, played with some high poly stuff and im still playing with them, I dont have the Arrow on my lappy so I cant actually do any work on it until I get home, but instead of building another feddy shuttle, I thought about making a klink version of the arrow.. a big ugly fast fighter thingy. Got this one built in just 800 Polies..
Have not got time to change it to be honest, but crit is still always welcome, but im mapping and texturing as we speak, I will release this seperate to the shuttle pack, as I think the klinks need more shuttle and fighters now not in 12 months.
names welcome :)
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Looks like it would make a great Klingon PF!
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Whats one of them :)
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I would like to see the scouts from armada 1, you had a cone shaped borg, the klingon, romulan talon, and venture classes.
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It looks too big to be a fighter - at least by SFC/SFB standards - and too small to be a proper starship. Thats why I suggested a PF - or a klingon version of a runabout.
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@ Furyofaseraph
Thats a good point, this is larger than a runabout, almost twice the size.
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FW and I are on the same page - everything he just listed are things that I pretty much consider to be PFs
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Ok,
Im sure you guys know more than me ;D so i will agree and just go with the flow here
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Naw - its your ship, do whatever you feel is right with it - we were just discussing possible implications thereof :-)
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I hope he does the time shuttle aeon. Nobody has done it good except redragons which never ports right.
Ported fine when I did it to SFC.. but I think I know why it didn't port over for you, it's the way that the mesh works.
Or do you mean, never ports right to BC? What all do you need to port to BC these days anyways? Send me a PM with the list, I'd like to see if I could port over to BC.. (never been bothered in the past).
markyd, *thank you* for starting this thread.. nice to see people starting to get fired up. ;)
It has something to do with the mesh..I think a couple of parts didn't have conventional textures. In one case it was the yellow tip in the front of the bow (a weapon I think) in another case the cockpit screwed up (I've tried 3 versions of it over the years and each has screwed up in a different way), however, the model is dated anyways and if MarkyD ends up doing one I'll use his. I'm not in a hurry because I have plenty of ships already on ym drive to convert and mod for BC so it's up to you if you wanna bother with it.
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The klink i think Enterprise era for some reason. :thumbsup:
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Thanks fellas,
Miles, keep those coming, that will help with the textures, I will go with that colour scheme i reckon.
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Small texture update, apart from the ends of the wings its fully mapped so I think I'll get allot done on this tonight.
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and a little more..
thats the majority of the outlines done.. detailing and weathering may take a while longer :'(
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What's the polycount on her?
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780 unified mate
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Do you think that when you release her, I can play with the textures and use her as my klink PF?
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When its done mate you can do whatever you like, I look forward to seeing what you do with it too. :)
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Okay, I like the Klingon fighter/PF. The only two-part question I have is why isn't the cockpit glass larger (wider/longer) and further back on it?
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Here is the Scale KF, hope that explains it. Also the reason the cockpit is narrow is because i see it in the way of an apache cockpit, pilot front and gunner upper rear :)
but I will listen to opinions if you guys think it needs to be bigger, the only thing im not changing here on in is the mesh, so texture tweaks are fine, the cockpit being 1. ;)
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Little more progress.. im gonna fiddle with the hull plating / aztecs next.. its the longest task as i will do them manually, but I wont do them all just yet, just a test piece i think.
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Coming along very very nicely. I'm interested in seeing how you go about doing kliingon aztecs - seeing as how you already have the paneling. Looking forward to it.
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Thanks mate, to be honest it wont be anything special, I will just have shaded panels within the panels to show a little plating, nothing too fancy, just time consuming, but then when the layers remain seperate, good for spec maps and pretty.
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;D Nice!
The scale picture with the runabout really is helpful as well as the Apache analogy.
I completely misunderstood the scale before that picture.
Thank you for sharing this with us.
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nice work. I think the scale works perfectly.
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Guys Please note that a Klingon G1 PF holds 30 crew members. I seriously doubt that the runabout could hold that many
crew note that the PF is a short mission duration all members are strapped in thier seats with space suits on there is no
artificial gravity but you could argue you'd need some sort of acceleration force field. This is straight from the PF module
and G1 gun boat deck plans
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Psh - I'll wave that - but thanks Bernard
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Most of the upperside aztec is done, as are the specs..
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Most small Klink ships I've seen don't have any real style, they just look like big clumps of greebled panels. This one's got form and function and still looks like a Klingon ship. Not the easiest thing to do.
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My god its beautifull :'( When you get the time contact me i will hire you to teach me how to texture like that if you are willing to teach an idiot. :-[
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I think textures are all about patience mate.. just keep trying stuff until it looks good.. and watch every tut you can..
Its now fully mapped, and im working on the weapons etc, I have finished with adding the grunge to the textures, killing that NEW effect, and I think it has come out quite well.
oops forgot the pic :D
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Looks fantastic.
I'd love to see your spec settings.
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Spec's are not that fancy mate to be honest.
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What about your Glossiness settings?
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Just standard mate at 17 with no map applied. Lighting consists of an omni for direction and shadows and a sky light with light tracer enabled.
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Okay - Typical GI render. See - the glossiness at 17 is important ;-).