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...
Maybe someone called Genocyber will contact you... He have begin a mod based on Japan Anime... I have already give him my green Arcadia... sure that he will be pleased by your blue version...
In my case, the model is two year old, was made in begin for the Tri-pirate mod who is now dead... Around the same amount of poly that you ( 11-12 k tri )
Have screenshot only from the first texturing... made before sins switch the cl alpha with the da red... a new texture was created after...
For these who have interest, model can be found at : http://www.love-from-russia.be/arcadiaUV.obj
Like you, my modeling and texturing skill have evolve to become a little better... my last finished work is for the Halo mod... 4 ship using one single texture set...
The screenshot below is using the original texture file in tga format... it is the civilian version of the phoenix around 8k tri...
The next one is with the civil version on the top and military version down... military version is around 15k tri... was a test of the maps in dds format but with raytracing render...
There is a frigate/cruiser model too, around 1k tri and a 96 triangles model ( pic below ) being the trade ship model... on huge multistar normal sins game, these are so numerous that they slow down the game after playing a few hours... very low poly was needed...
Polycount of capitalship is not so important because each faction can only have a max of 16 of them... but little thing like tradeship, refineryship, fighter/bomber, and planet elevator can become numerous in late game and eat a lot of poly...
Anyway, the main problem in sins is memory... and since the 4 models are using the same texture map, a lot of ram is spared...
Working on a bunch of other models but i will not post them all here... was only because i have reply to your Arcadia post that i have use the same post for show my last model
EDIT : for ingame screen of the phoenix : http://www.moddb.com/mods/halo-sins-of-the-prophets
I wouldn't mind updating the one we use in DS. I assume I have your permission Thoumsin?
From which "one" do you speak? If it is the phoenix, i have not a ingame working version, only Canadaman have it... if it is the Arcadia, i need to make some research in my archive... i think that i have somewhere a working version for Entrenchment 1.041 or 1.050 with texture, entity, abilities, particule effect, etc...
The one that was in the Tri-Pirate mod. The green ship.
More simple is to download the tri pirate mod for ent 1.041 at http://www.mediafire.com/?az4mgo2xzdm ... and the patch to 1.05 at http://www.mediafire.com/?nuzotntzu3z ...
The arcadia model is named piratebattleship ( entity en mesh )... texture are called arcadia... along with the arcadia come a fighter and a bomber model made by me too... PirateBomber.mesh and PirateFighter.mesh, both using the texture set called PFB... both model use a single texture set... both model look alike, only the payload is different... fighter with vulcan type gun and bomber with missile...
If you use some of the special abilities from the tri pirate mod, best is to ask Evil Tesla first since it is his work... only model and texture are from me...
Oh I thought you had improved upon the model/texture. Already have the one from tri pirate mod. Though it does have an odd glow.
Hey Zombie i downloaded the Normandy Mod and tried to activate it but then the game stops responding? what else can i do
What version of Sins are you running? That one is setup for Diplomacy right now.
Hey zombie, I noticed that when i was using the Normandy that even though I had set it so it could only attack the target its facing in game it would continue to fire backwards after it passed the ship. I'm wondering if its a directional issue with the weapon mesh points or maybe I screwed up the coding.
Thanks
Hey viper, nope all the weapon points are forward facing for Weapon-0 and Weapon-1. There are no points for a Weapon-2 as we discussed. I reviewed this and tested pretty thoroughly before uploading. You might compare with the CAPITALSHIP_NORMANDY.entity I included it works fine. Another possibility is you are seeing missiles make 360 degree loops behind the Normandy as it passes a target. Missiles will always reach their target regardless of how they get there.
i've had my own file for the normandy waiting patiently for awhile now, in it i didnt use missiles as the primary weapon but instead lasers, but i'm guessing i messed up somewhere. I'll go compare your file and mine and see if I cant find anything.
(edit) I think i found the issue, i'm using "usesFighterAttack TRUE" on mine. is there anyway to have this and keep it from firing backwards?
I bet you were figuring it would take a miracle to get the Normandy when you sent me the files yesterday! hehehe.
Ah, man, I'm not familiar with using fighter attack on frigates. I've read up on people that have done it but haven't tried modding it myself. Sorry, can't help much here if that is the issue.
hahaha you have no idea... lol
ahh its cool, i've been using it for awhile now, especially on my custom Daedalus capital from the stargate mod (it works beautifully) it acts like a battle ship mixed with a flak frigate on steroids lol I was just trying to get the normady to do the same smooth passes and banks that the daedalus performs as they are both small, fast maneuverable ships. I'll keep messing with it though, hopefully find myself a nice little loop hole lol
Thanks anyways
Thats cool... I have a login to danmangames already for kyogre12's mod. I might post in Genocyber's thread and see what he thinks when I get a chance.
I really like your version. I had my own version of the green arcadia on page 1 of this thread but went to the blue after I saw yours in the Tri-Pirate mod back when... I haven't tried anything with that model since then either.
Very nice models. Looks like a real life toy in that shot!
Well, my version is less canonical that yours... due to request of the Tri-pirate mod, the model was modified for adapt to sins... flak gun was added for a abilities, one turret have 4 barrels ( at these time the limit by direction for a weapons was 10 ), a triple missile launcher was asked and a hangar at the back...
mainly due to the tga texture ( 4 time the size of sins texture and compression without lost quality ) and the render setting ( 8 x 64 bit firefly renderengine, HDMI light with AO, raytracing, raybounce 8 level, etc... )... i think that a lot of models make for sins mods can reach the same quality render with the right software...
Hyperion for B5 Mod
Baked AO, Lightning and Normalmap into the texture
heres some pic pf a race i am working on they need to be textured but i dont know how to make textures so that can wait i tried getting teh best pic of them have 2 cap ships done, 2 frigs and 1 cruiser
Beautiful work TobiWahn_Kenobi!
I love the detail you put into the texture. If only I had time to do more detailed modeling work.....
I just finished this up and got it in game today; it's the model for the Ori Champion (super-heavy cruiser) in my mod:
I created this model completely from scratch, so I'm happy with the results overall. I seem to be getting better at the whole 3D modelling for Sins thing. The bridge portion (upper "fins") isn't the best but the rest I'm pretty pleased with. I still suck at texture mapping though, as is fairly obvious from the screenshots. As usual, the lighting ingame for the screenshot isn't ideal either; the main hull of the ship is more white-ish so it actually should have a bit more contrast among the sections of the ship.
The model cooked down to about 7000 triangles post conversion to Sins (from 7099 polygons in XSI) and the orb in the center is a custom particle effect in game.
-dolynick
Nice dolynick could you make a red one my ships are supposed to have a red effect like that coming out of th espikes what mod is that for by the way
@SivCorpThanks. Though there are a few seams on the model I'm not too happy with. But as a matter of fact I can't do better
i think it is pretty good so dont down yourself
Thanks Shmily123. I think it's pretty good too, but there are some things in textureing I'm still lacking (ie. the seams) and the way I texture I don't know how to get rid of those. And they are too visible on some parts (e.g. the main vertical part, seam front to side)
PS.: You should see it in action, thats much more impressive (just download the Sins of the younger races Prealpha 0.40 + 0.41 Update)
i think everyone who can texture even th eslighest is amazing mine look like that right now cuz i have no idea how to texture this is what there supposed to look like
there from a game called off world resource base i am making all the ships from the non playable races for sins
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