Think of this thread as something similar to conceptships.blogspot.com for the Sins community. Basically, a way for the community to share what they have created whether it makes it into a mod or not.
At a minimum post a screen shot of your model in blender, xsi, 3d object converter, etc or in game. If you have a name for your ship or story behind it, even better.
We are looking forward to seeing what you have created!
Interested in importing your models into Sins?
Visit http://soase.weebly.com/modeling.html (thanks myfist0)The soase.weebly is a compilation of many of the hard to find topics created by many experienced soase modders and extensively added to by myfist0. Check it out, you won't be disappointed.
From the beginning of this thread IskatuMesk has wow'd us with his models and ultimately released a video of his creations in Sins of a Solar Empire. This particular model was my favorite in the beginning and still stands out.
SivCorp looking to stretch new ideas from existing models managed to create several menancing models including the fantastic Vasari version seen here: (Vasari Flagship Sonar Kal'd used in the Distant Stars Mod)
It's my thread so a few of my stuff...
New Sins of the Fallen Screen shots...
The first shot has a model by EternalRequiem.
Model by: EternalRequiem
Okay here's a new model I did, a completely new redesign of the Carrier, notice it's similarity to the ships I've been chugging out recently It's not complete yet but I have to say it's quite near there and I just started on this about 2 to 3 days ago. Anyways enjoy the eye candy
niiiiiiice
im working on a good model myself,but i cant seem to understand that dumd -da file,even after reading the soase weebly thing about it
Dont know if this will help but we have a video about exporting from 3dMax to sins -> http://www.moddb.com/mods/stargate-invasion
@EternalRequiem That is a very nice looking model!
Check your email ZombiesRus5
no attachment
Here's a shot of the Plague Light Frigate. I really need to sit down and get more plague models in. These just look neat to me in the game...
whoops... guess I forgot to attach it... sorry I'll send it again nice shots btw
ZombiesRus5,
Those look fantastic in game. Even the weapon effect. Great job! I have yet to have one turn out as well as those.
-dolynick
Thanks, I really appreciate that! The model and texturing is mine. The effects are Syneptus.
I can now appreciate the hard work you have put into your mod and have enjoyed it on several occasions.
I currently have a love hate relationship with texturing. My personal biggest issues I want to overcome are scaling especially when it comes to adding windows to the models. I just can't seem to get a good window look I like (mainly for my other race) and I am not an artist at all which really hampers progress.
SuperZERO's result are my goal for texturing of which I am a LONG WAY off...
Send me the model Rus and tell me how big it is in relation to a stock model.
Thanks, I didn't mean scaling in the traditional sense of resizing the object. Got that down, I have a ruler, lol and short of that gruntmasters tool. I mean the scale in general you get when you look at a model and get a sense of it's scale based on the images presented on it such as windows or view ports. This will just take time for me to come up with a good approach for each race. It will just take time to come up with a look that works and can project the size of object to the player whether they are zoomed in or out.
I do appreciate the offer though.
Here's an example of my scale/ruler. It is basically the size of the TECH Akkan. I import it as a dotXSI part size and delete after scaling. I then use gruntmasters program to tweak any other size issues after I apply null points as I don't see any way to keep null points relative to the object within xsi when resizing.
Thats what I meant. Small windows on a cap and larger on a frigate but if you have cap in the name of the mesh I guess its easy. Email me the scene (myfist0 at hotmail dot com) and I will show what can be done with existing textures.
Interesting. I just create a wireframe sphere object and size it to my desired maximum bounding radius (IE, it usually ends up similar in size and shape as the eventual shield mesh) and scale relative to that. It's easy to delete the sphere once I have the basic scaling down if I have to resize, or recreate it if I need to recheck.
Does this work in XSI. When I try this in XSI the NULL points simply shrink or grow but do not change their relative position in the scene.
I probably need to go this direction. I plan on using comming shield meshes for frigates and this would make a natural transition. I was just looking for something at the time that would help with the general size. I might still use it in conjunction with the shield mesh wireframe sphere object.
Thanks for that tip.
OK I had to do it again to be sure.
Use CTRL A (select all) then I used the scale values from 1, 1, 1 to 0.5, 0.5, 0.5 and the ship and the nulls all were scaled properly.
If you want a little larger that just use 1.1 in the x, y, z values then freeze when happy.
Yes I use XSI 7.5
Oh! dear me! Well, apparently it is user error in a manner of speaking. If I use the translate tool to move the null point (which I have) then the null is locked in it's position. If I use the shadow display position to move the null point it resizes using what you described above. Hopefully I'm on the correct path now.
I will have to give this a try before moving to much further on my models.
I did not realize the null shadow display made a difference as I use them for all my nulls and they work fine. I even change the colour for type of null like weapons are red arrows, bomb points are purple arrows, flair points are yellow circles etc.. This has no effect on the mesh, just easier to see whats what.
Also notice my Position for P001-Bomb is all 0s in the properties but the transform values are the actual location. This works for me.
yea, maybe back to the drawing board... It did move the shadow icon, But I think the actual null point was still at 0,0,0... I can't figure out why the nulls won't scale like you are able too. Argh!
Edit - Eureka... lol!
So I import LWO objects from my 3dpaint program which creates an object off Scene Root with it's own Kinematics and under this is the Polymsh object. If I move the root point under the object containing the polymsh then viola it works!
Atleast I know how to tie the two together. Thanks for sticking through this with me!
I am also not that familiar with all the options available and might have clicked something before without knowing that it works. The only thing I can think of is the SNAP. I have mine set on the last one that looks like a grid "Snap to Reference Plane" which might activate when I CTRL + A to scale but who knows. Scaling everything at once is a must though.
Here is what I am working on now. The bEta Marz textures were not finished.
I am using the KOL as a second set of materials and I am almost finished.
Here's a new model I just pumped out fresh off the drawing board
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