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...
if someone has that kind of talent they should be devoting it into original work and not someone else's work, imo.
I've been trying to rebuild the Zegredark Hydromek I made in 2010 before my big string, but this is easily one of the most difficult ships I attempted. I'm about to give it up.
I'm having considerations of putting some of these into sins later down the road but I know that the game is too limited for them to mechanically function properly. The weapon and polycount limits are pretty severe. But I can throw them in to what extent I can just for fun.
/edit
I did what I could to polish it up.
I actually like it. Makes me wonder what the function is since it makes me think of an organic version of the drone frigate from Homeworld: Cataclysm.
As for wasted talent, I know there are many fanatics concerning things like Star Wars and Star Trek. If they want to kill the extra time, they are welcome cause I imagine their creativity has probably been stifled by such obsessions.
Okay, ships names...
Pirate Vessel: Ranger Class Galley. Suggested names: The Golden Hind, John Hawkins, The Swallow, Charles Vane
TEC vessel: The Sa'ar Class Missile Cruiser. Suggested names: Chochit, Aliya, Nirit, Hetz
Advent vessel: Covenant Class Battlecarrier. Suggested names: Disdain, Exodus, Smiting Hand, Ark
I wouldn't call learning to model/texture/optimise/UV layout/... wasted, whatever the direction the energies are heading. On the other hand, with that opinion, perhaps you have made something original worth posting you want to share with us?
I began overhauling/fixing the Zelconian Predator-class, the model that started my major 2010 string of models (upon my introduction to Sins modding as a whole, really). It was never put into the game, but I'm designing it around the engine's limits just in case.
I wasn't the first to bring it up and, even then, am entitled to my opinion. As for original work, I have made some, but I'm a writer, so it means little on this thread and I don't release it unless I'm going to get paid for it. In one case, I've done 2-D for the DS mod, but that's for the next patch and I certainly consider it my lesser work since it is fairly unoriginal.
thank you draak
No problem. Hope they're what you're looking for. If not, let me know.
Take a good glance on what IskatuMesk was saying (and how) and what you were saying. IskatuMesh was stating an opinion (what someone should do in his opinion), you were calling people fanatics wasting their time because their creativity has been stiffled by their obsession. Big difference here. Try to show a little more respect for other peoples work (even if the original idea was not of their own, the work done to rebuild such things certainly is) and don't be so arrogant to believe you might be something better because you are a writer producing his own things (however "original" or good they might be)
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Well, for these using gimp, it is a good idea to test the Xach filter located in the "light and shadow" type of filter... once you master it, you can make hull plating, windows, door, and more in only a few minutes...
Below, a example ( low quality ) who have take less that 1 minute... only using a neutral gray background with noise, selection tools and Xach filter... a "-" selection give the effect of deep, a "+" selection give the effect of relief...
Once you will know how work the filter, it will allow you to spare a lot of poly on the model because Xach allow you to create fake 3d effect on the texture itself... work very good for "block" style ship but no so good on organic type ( like the B5 sharlin, with a lot of curve ) due to streching on UV map...
The shape of the ship make it look like a high guard ship from the Andromeda series...
Pity that the Andromeda mod is long dead ( 5 of my models to add to the long list that the sins public will never see )...
From my personal experience, it is more difficult to remake something already existing ( from a serie or film by example ) that make something new... when it is new, you have the freedom to create what you wish... for a remake, it need to be like the original and this ask a lot of work!!!
I used the Andromeda renders on google as a basis for figuring out the arches on the Predator as it was something I had never before attempted. Modeling something based on concept art is extremely difficult and I don't do it very often.
I wouldn't have the faintest idea how to even make that texture you just posted lol.
Wow, is this plugin available for photoshop as well? Looks splendid!
here is a pirate capital ship random bits of debris shoved on it for armoring the other side of it is very plane with almost nothing on it
back to front by the way
Continued updates to the Predator-class,
Very nice. While I can see your desire to smooth on the wings, I could go either way with teh forward hull and top section. The geometry gives it a more pragmatic, hardened look. A combination of the two effects done right would make it elegant, but strong.
@IskatuMesk
Love the Ship! Seems like a hybrid between the Voyager (Startrek) and the Andromeda with hints of a white star
For the arches of the Andromeda, i have use "Topmod" who is a free 3D topographic modeler... a sample of the complex shape who can be generated with "Topmod" : http://tugendbol.de/topmod/just_one.html
Being busy with 3D for a very long time, i have learn that no one software is perfect but each software have his own strong side... for the process of making a model, i use several software for various piece... assamble the whole and make the finishing touch in wings3D ( i like mainly the simple interface )
Well, it is enough simple... problem is that these forum is not good for a picture tutorial... best is to make some test and trial... Gimp is free after all...
[quote who="TobiWahn_Kenobi" reply="488" id="2874353"]Wow, is this plugin available for photoshop as well? Looks splendid!
I don't know... pretty sure that there is a plug-in somewhere who make a identical ( or almost ) process... i think that photoshop have all the feature needed for create the same thing but in more step... take a look at http://docs.gimp.org/nl/script-fu-xach-effect.html who explain Xach...
My example was a bad one... used the default setting from the filter... but since my basic texture was somehow grey color, it was wrong to use white as highlight color... something between white and the grey used will have be better...
I've moved on to updating the Anahn Kraken, now.
Somehow, the point defense guns make up at least 40% of the polycount, with the body itself only around 5-6k quads. Unwilling to sacrifice the detail on such a massive ship, I have begun overhauling all of the turrets and optimizing the main body in preparation to bring it into sins.
Looks very good!! Lets get it floating
whoa... VERY nice ship, me likey
She nears completion for Sins. There's not a lot else I can do without dramatically raising the polies. Currently sitting at around 21k quads, so that's only 4k away from the limit. Short of a serious remodeling/revision of the main body to add more guns, this is the limit of this update so far.
The rear needs the most attention right now.
Once I am done modeling out the details I will add hardpoints and try to convert it over. Then, of course, no new ship is complete without all of their related sound effects and particles.
That's what I'm talking about! I like the first image just cause the bloom makes it hard to see some details, but I like the many perspectives. This looks like a real beast. I imagine it has a pretty high dps on the port and starboard, but the bow looks like it dishes the real damage. How much will it hurt the enemy or is it for sieges? And I like the fact that it looks like flanking doesn't save you from much.
Very nice! You could help loose some polys by making some of those seams into textures instead of mesh....
I look forward to seeing what you come up with for that dual barrel monster on the front
Siv's got a pretty good idea there. Although I love it as it is, for the purpose of Sins (which many tend to play viewing from afar anyway) you can cut down a pretty big amount by going with the textures. I imagine that would give you a chance to put into action any lingering ideas you have. But I have to say that it looks mighty impressive, meets the poly count you need, and looks more than well equipped for the front lines. I guess it just comes down to whether or not you want to ease up on the computers during gameplay.
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