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...
@myfist0 I'm really looking forward to the Beta Marza ship. I love the idea of having some retro looks.
@EternalRequiem pretty cool
Here's a possible idea for my Plague fleet. I'm thinking the Plague capital siege right now. Hopefully, it will look gruesome in the game or it's back to the drawing board.
Interesting design mean looking
Couldn't sleep last night so decided to take a crack at another plague model. Here is the result...
Nice, I like the look of it
Once again, very nicely done.
For my part, I've got the Anubis ship model I posted a few pages back done up and working in game. It's just flat color textured but it turned out quite nicely with a final post-conversion vertex count of about 20k (6700 triangles). Not bad for a recreation of a 140k triangle model. I recently found some metal patterns (unfortunately, they're rather small sampling for the most part) for texturing too so I may go back and add a little detail to some survaces in the texture yet.
I'm currently working on the Asgard Beliskner. I've had the model in game for some time but it had some vertice errors and I did a very poor job on the UV mapping (extremely quick and dirty and totally improper). I've gone back and fixed the problem vertices, added in some missing stuff and made a couple minor additions. I've also completely re-UV mapped the model and I'm working a much nicer set of textures right now. The model is Thoumsin's, submitted for use in SGRaces so I certainly cannot take credit for the geometry. I am really looking forward to seeing the redone version in game though. I think it's going to look really great now.
-dolynick
@dolynick Thanks again.
I'm looking forward to seeing the new models My brother and I really enjoy stargate and I'm getting him setup to start playing this mod online together.
Well, I finished the redo of the Asgard Beliskner tonight. Here are a few in-game shots:
The pink stuff turns team colored when that is enabled. I took the shots with it off so it would look like the default "as in show" colors.
Once again, model submitted by Thoumsin. Touched up, slightly modified, textured and Sins prepared by myself.
Sweet
Hey there, got another model. lol don't mind the heart shape lol I know... I wasn't expecting for it to turn out like that but oh well it's still a nice looking design
marza_beta.7z
Test 'er out Rus and let me know what you think of the new gun, lazer and misile textures used from the KOL. Its a tough beast with the more guns and the entity is the same as the Marza. Beta Marza kick the games Marzas butt in a test.
If you like all the betas I fixed, feel free to post them in the OP for everyone if you wish.
myfist,how do you texture?i looked at the soase weebly thing abnout texturing but ive tried to but i cant seem to get the -da or -cl textures to work
Are they connected properly in the materials manager? Do you know how to edit individual texture channels?
What 3d program are you using?
Upload what you have and I will take a look.
Tonight I went back and tried to do something about the flat color shaded textures on the Goa'uld Anubis. Here is the end result in game:
I know the pics are hard to see. I was trying to preserve the color of the ship but that makes the details hard to see on a ship that uses near black textures. The texturing is far from perfect but I think I'm going to call done for now. Too many other things to work on to spend more time on it trying the push the limits of my texture artist ability right now.
i use wings3d to model and unwrap the model,then export obj. to softimage aand finish it there
yes its hooked up right
http://www.filefront.com/17319279/TextureTestModel.zip
... yes its hooked up right ...
It is maybe related to your textur themself !!! Is your model being almost fully covered by the team/player color in game ? Simply invert your cl alpha channel...
For the da, your red and blue channel are simply a copy of your UV template... UV who is by the way badly segmented and optimised ( more that 75% of the paint surface not used, symetric piece not put together, etc... )... the unused channel like need to be black, not white or with the UV template...
For the nm... need to be saved in dxt5n format... if you save in dxt5 format, copy the red channel to the alpha one... best is to use a colored nm map ( the two channel one generated with photoshop or Gimp plug-in )... the 3 channel one ( called displacement map ) generated by Nvidia Melody tools don't work in sins... simple bump map work too but the effect is not great...
Anyway, i plan to begin a technical texturing tutorial in one or two weeks on the Danmangame forum... since i am a bad texturer, i will certainly no give advice on the artistic side of the texturing... but more info like these up... will be a picture tutorial, using a very low poly model ( around 500 tri ) for the B5 mod... i think that Koobalt have repost there one of my old tutorial related to segmenting, Uv and UV optimisation using the B5 explorer capitalship...
ya the artistic aspect of it i know is bad,it was just a test
thnx for the help +1 karma
@fredled I like the model, it's a nice design. I tried messing with the textures to get the model to show better in game but it still showed black or all team color. If you want you can post the xsi scene and we might be able to provide better input.
My first model ever made for sins...
Story behind : modeled from a song !!! http://www.youtube.com/watch?v=6Ck6Hcg2cjk full model at 2:41 ... was planned for a mod who have never started... it is a abandon-model ... it was a cap colony ship, 3 torpedo tube by side on the cryo module, 2 rocket launcher, 2 particule gun, 2 flak gun, one nova bomb...
If somebody wish it, simply download it at http://www.love-from-russia.be/DSC.obj ... don't need any credit for it, can be modified without authorization... if used in a game who support skeleton, one can be added for the flak gun and the clamp... no segmenting/UV done, no texturing...
@zombiesrus thnx yeah with the model i was going for like a bio-metal look but the texture wouldnt work,and with the xsi scene you mean just post the xsi. file??
if so:http://www.filefront.com/17324517/XsiScene.zip
Right... I'm sure zombiesRus5 will enjoy this model This is specifically designed for the Sins of the Fallen Mod, the Nephilim's Super weapon
@EternalRequiem Simply nice
@fredled: I took a look at the model and textures.
First off, the -cl is almost all purple, is this the colour of the ship? The -cl is the main colours.
The UV segments I would flip and overlap a few pieces and scale up to allow more detail in the image. Try and have all the UV pieces as large as you can fit with the more detailed parts being the largest. Should start with a plain black 1024x1024 image Then stamp to UV saving as bmp. then open the image and save as dds and start filling in the UV segments. Just start with the -cl for now.
The -da is also not connected.
To upload a scene file, they are located in the projects Scenes folder.
@fredled
Here is a corrected Xsi Scene based on how I import models. I am by no means an expert in this regard this is simply the path I take. Basically I deleted everything that wasn't necessary, extra materials cameras etc. I also moved rootpoint under the scene root, not sure if it matters but this is how I have been successful. The texture is also just a simple extension of what you had nothing major done there. I also didn't do any uv remapping, it's what you had. Here is the result in game.
http://dl.dropbox.com/u/5790092/Temp/PlasmaShip.zip
@myfist0 thnx im pretty sure i understand,i hadnt thought about making the pieces larger.
yes the ship is meant to be purple.
@ZombiesRus5 thnx the problem ive been having is when i port the model to sins the model is just all team color,nomatter what i do
Right, that is what I understood your problem to be and what I observed when I tried your original files. My point earlier is I was able to get your model into the game and show a texture by correcting your XSI scene. My assumption at this point is convertxsi was not translating something correctly from your original scene. If you contrast and compare your original scene with my corrected scene you will notice quite a bit of cleanup and simplification. If you can recreate that you should be successful in importing your models into Sins.
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