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...
The shape of the ship reminds me a bit of this ship and I know your quite familiar with Homeworld 2 IskatuMesk, I remember you really well from the relic's tanis shipyards forum
http://scfi.pl/wp-content/uploads/2010/06/Vaygr-Battlecruiser.jpg
odd, my dad said the same thing.
kind of reminds me of a concept drawing i saw once
The Kraken was based on a concept art, yeah. It, along with the Predator, are the only ships I've used concept art for.
/edit
For the polycount, I would gladly throw in a 100k poly model if I could model a high enough quality to take advantage of that (the Leviathan verges on 80k triangles when converted), but in Sins the converter/engine will only take 50k triangles. Presumably, I can spawn part of the mesh as a particle to get past this.
For performance, I run on fairly high-end hardware. However, sins is not multithreaded, and the 2gb limit is going to be staring at me from the other end of a shotgun once I started customizing all of the voice acting and music. I have decided to relaunch my project under the title of Visualization. Which is to say, the project is largely for the purpose of simply throwing my stuff into the game in a manner that works and is impressive to behold. Once the new patch comes out and raises the ram limit (and hopefully dramatically raises the SFX and particle entry limits), that is when I will consider something much more serious.
As is, I cannot UV or skin. I model the models with the intention that one day their meshes could be used to create normal maps out of. The Kraken's plating would make a fine Normal Map. However, I lack the skill to do this correctly. Until then, their polycounts will be fairly high. However, the Kraken's polycount largely comes from the guns and barrels, and not the main body, which is only around 5k-6k quads.
I've always built my mods with the intention of having content centralized around top-end hardware. As my hardware ages, it starts leaning on becoming medium-ranged (especially my video card, the i7 920 and 12 gigs of ram will do me for years yet), but I set my sights higher.
I do not expect the game to perform very well, as it's designed with an extremely archaic closed-space mindset (it's not very expandable, given the hardcoded AI amongst other things), but I will do my best to get the most out of it given the limitations.
/e 2 As for the weaponry, I'll talk more about the specs of these things later on.
i cant find the concept ship though sad really liked the concept...... although your ship did a very good job making the ship
Well, Sins being revamped with a 64 bit .exe is unlikely given the amount of coding involved. I have a funny feeling they're probably aiming more for optimization to make that 2 Gb limit a little less of an issue. So, you'll probably have more room to play, but just cause the basic functions of the game are squished down.
And I get what you mean concerning poly count, textures, etc. We all have one thing or another we focus better on.
Well, their exact wording is this,
I take that they are going to be making it 64-bit or handling the memory in a way that will cause issues regarding it to evaporate.
I mean, they could just do almost nothing, but I doubt they would say "new memory model" without planning something very significant.
In the meantime, the Kraken is now in-game and awaits its sounds and stats.
i just hope they get rid of the model size limit
Honestly, the current limit shouldn't even be a problem. If you're running into problems because your ingame model has more than 50 000 polygons, the best thing is to redesign it, because its just too heavy for this type of game. It would be considered heavy even for the A list engines out there, unless we're talking about a centerpiece model.
If you don't know how to do stuff, well, learn. That's where the real fun in computer graphics and game design is, learning and trying out new stuff.
On that note, a little off topic but still Sins related as its the centerpiece of the cinematic intro I am making for my mod:
When I started this two days ago I knew nothing about making realistic planets. And the best part about the whole thing, aside from the finished render, was learning how to do it.
Very nice and very detailed. I think you've managed to get quite far in little time.
I agree, very nice. Something to be said when it is your creation. I wish I could do that, just have to make do using the galaxy editor on X3...
@Dante
I forgot that it was you who posted the link for this ship. I do believe regardless of TEC, Vasari or Advent were to see this coming will be dropping bricks.
And I found this one and thought this was bad ass. Here's the link to the site
If I could learn things like normal people then yes, I would agree with you. However, my learning disabilities have crippled me every step of my decade-long journey into modeling. I've just learned to accept that I will never be able to do things the standard way.
iskatu are you making a mod for sins or just making the ships for fun
not that i mind seeing them they are epic
edit: in the next couple of days i am going to be posting another pirate ship after i finish it and get the ship i just finished firing on the right side
Nevertheless, I can picture things but i just don't have the ability to translate to paper or screen. You guys out there are very talented and i love what you can do with the talent that you have. If I can throw ideas at you all and you can create, then so be it. I just sit back and enjoy the visuals....Bison...
Greetings from the X-universe, though this isn't SINS related I thought I'd share a model I made from X3 Terran Conflict.
Now I just made the model, another guy who's using the model in his mod skinned this baby and I must say it looks fantastic, and yes for those who recognize it... that's some new purple death done for the Kha'ak race.
Cool. I picked up X3 Terran Conflict and Reunion for dirt cheap on one of the sales. Haven't played it yet though due to time...
Cool Zombie, if you get the chance check out Cadius's shippack, that's the mod it's in. On the forum there I'm known as Requiemfang
These are SuperZERO0's last models he did for Alliance Hidden Agenda that was not fully released. I really like his models and am trying to bring some of the work back online (with permission). For these pictures I fixed the normal map, performed some optimizations to the textures and enhanced the color texture to add more detail on lower settings.
Vasari Destroyer
Tech Destroyer
Advent Destroyer
I am reviving my project under the title of "Visualization". I ultimately expect it to hit sins' limits long before it is finished.
Some things I've done to improve performance;
- Reduction of fighter #
- Removal of mines
- Very strict usage of missile-type weapons
One thing I'll be doing is setting all vanilla textures to 0kb placeholders. This will drop the ram usage and let me import a large number of custom textures for particle effects, since each race is only using 2 maximum texture sets for all of their ships combined (they're not skinned at all ofc). Now, music I'm not sure about. Does the game load the soundtrack into memory? That seems a bit unnecessary and unlikely. I'd like to give each race about 40 tracks unique to them. Of course, there's custom sounds for everything with 3-5 variations a piece, and all of the custom voice acting. All of this stuff is super super easy to make and perfect, but I'm concerned about entry limits and the ram usage.
cant wait to play it then
all my ships i am making are for a mod that im going to put mostly rebalance and only original races
a couple of the ones i put on here a while ago though are going to be part of a new race mostly though they are going to use advent voices though
Assuming I get that far, I have around 6-7 races to create + the replacement for Pirates. Each unit will have custom sound sets. I'll be able to do around 50-60% of the voices myself, and have other actors I can contact and a few communities I can contact if this project ever reached that stage of completion.
My greatest concern at this time is the hardcoded entry limits for SFX and music, and if they account to the ram limit or not. If they do account for the ram limit, the music will wait for the new patch to be added. If they don't, then I'll have to wait for the new patch to hopefully massively raise all of those entry limits.
I personally feel no project is complete without custom sounds and unit responses. None of sins' default SFX or music will remain very soon.
I have begun work on what will become my most difficult model to complete yet, I am sure. Admiral Askaramaan's flagship variant of the Bloodstone Champion.
Where it will go from here is anyone's guess, but I want the rear to resemble the Longbow's in some way, and the ship won't have a large frontal cannon like many Anahn capitals do. It will, however, have several torpedo launchers for a special ability.
do any of you better modelers than me by far have any idea how i can make battle damaged sections of armor? kind of like the debris
would someone explain this please i have the ship set up so it will fire from the right where all the guns and stuff are at and the damage is correct almost double on the right side but it wants to turn left???
here is said ship
I like the way you build IskatuMesk. And I see you use my program of expertise
I love using 3D studio max, so much better than Maya in my opinion.
I would suggest a double edged torpedo bay system on the front.
And totally agree with the custom sounds and tracks. They are needed for a good mod. Hopefully the upcoming patch will make many of these possible. I may have to do a little texture fun on some of those models when you finish them... Got some good ideas
Progression;
Dante > Higher DPS = AI will auto-face that direction.
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