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...
I updated the Wormwood a bit and then exported it to be turned into a Sins-compliant mesh.
I've begun detailing the Bloodstone BC but I suspect I will be unable to fully finish it.
very nice
here is a model i just finished anyways sorry about the gaps i don't know how to close them right know and i don't want to screw up the model
IskatuMesk - Nice looking. Of all the spiny ships, I like the wormwood the best because it has a bit more complexity on the underbelly and so strikes me as a more thought out piece. And the BC is still looking sweet, more detail or no.
Dante - It's looking nice. As for gaps, just always remember to back up your work. So what is it? Inspired by another sci-fi or no?
correct actually
the main hull of the ship is the o game destroyer i found a model of it
the BFG at the front is a very size increased gauss cannon that the necron use i just havent gotten rid of the blade yet
and the little thing hanging off at the bottom is a tec hangar defense platform
I should have guessed the Necron gun, cause the blade is definitive. The hangar is so small I just couldn't make it out well enough to tell.
The destroyer had that big ring with the points? When I first saw that, I thought of Genesis Rising (poorly designed game I feel) and the crucifix upon which their leader was pinned, but turned upside down.
geeez i though i was teh only person in the wrold to have bought that game
and yes it is a poorly designed game
it had one point i added the other to to change i have covered almost all the gaps as well just have to upload a picture
whats the max poly/vert count for a capital ship anyhow (or it least what does sins average)?
Sins caps at 50k tris for every object in the game AFAIK. That's as much as the converter/engine can handle before exploding. It's unfortunate the cap is so low, but nothing we can do about it.
The Bloodstone Battlecruiser is nearly ready to be put into sins.
so performance wise, whats the number you want to shoot for (for people not running high end computers). im thinking about the average cap ship (thinking about modifying a free model i found on a site a few years back, its 37784 tri with 41477 poly.
as it stands it cant be put into sins with the way it is. there are a lot of things that need to be fixed on the model itself (including the removal of a lot of its weapons and have some parts of the model fixed).
Polies are only really good if you make use out of them. The Wormwood there is 10k tris, which would be considered fairly high if you were shooting for very low-end hardware. However, because I am always aiming for top of the line hardware, I use as much polies as I can to get the highest detail possible, especially since I cannot texture or UV.
Polygons do not effect performance like they did in 2001, you can have quite a few of them with minimal impact. Don't be wasteful, though, and remember that you can turn a high poly mesh into a normal map for a much lower one and still retain a lot of detailing.
Almost all of my Anahn capitals (known as Flagships in this mod since corvettes are big enough to be capitals), are around 40-50k tris due to the number of weapons.
i use to fool around with 3ds max 9 around 2 years ago, i have to wonder if it will be easy to get back into the swing of things. a lot has changed since back then. i might be biting off more than i can chew on this particular ship, but no better way to learn than to dive in head first. but as i said, theres a lot of things needing to be modifyed before it will look proper in sins (ill leave the texturing part out until i can actually properly model, got several ideas of what i want to do, while working for a fairly well done base.)
It might be best to post some wireframes so we can get an idea of what the edgeflow looks like.
dont currently have a modeling program installed, ill post some later today or tomorrow should i find it (or download a trial version of 3ds max, which im most familiar with, worse comes to worse ill try xsi, although i doubt that will work well)
what modeling program do you use anyhow iskatumesk?
These were made in 3ds max; I used maya up to 3 years ago and before then I used Rhino 3d.
isaktu i might have asked this before but how much does 3ds max cost when i go the website to buy it says 1000 some odd dollars
it cost around 4k total for the lastest version (with no upgrade). unless your a student of a school who happens to have an agreement with them.
http://store.autodesk.com/store?SiteID=adsk&Locale=en_US&Action=DisplayProductDetailsPage&productID=185164700&pgm=12938000&ThemeID=1293100&Currency=USD&resid=TViPzgoHArEAAFg6RfwAAAAJ&rests=1297649613839
GOD DAMMIT!!!!!!
im never gonna be able to afford it now
3ds max is one of the major, if not the major modeling program. well that and maya which is also by the same company. it least the schools around here use it. IMO its one of the easiest modeling programs to pick up and learn, mostly everything is rendered as you do it, its got one of the best interfaces IMO (although your still going to keybind everything) and its just nice to use. the downside is as i said, unless your in a school where you can get it for free, or at a reduces price, its dam near impossible to afford unless you do game design/graphical arts for a living.
on another note, tried XSI, and dam, talk about a different interface than 3ds max. cant figure out how to use it properly lol.
im getting pretty good at using xsi might try blend cuz its free as well but i dont see myself modding sins for the rest of my life
blender isn't bad, but the interface is weird, though once you get a hang of teh hotkeys, it moves quick. My brother and friend both use Truespace and like that. They've made quite a few models with that beast.
Out of curiosity, why does convertxsi.exe always end up with literally 3x the number of vertexes the model actually has when it "optimizes"?
Softimage is way better than Max in my opinion. Easiest, most time-saving user interface I've ever had the pleasure of working with.
And once you get into ICE simulations and building your own custom shaders... hell, even its built-in compositor is decent enough I hardly ever have to go to a third party app to do post process work.
Personally I can't stand XSI for the few buttons I have to press to convert formats... but then again, I'm not really a 3d artist by any standard, so I guess that opinion doesn't mean anything. Out of all the programs I've used max so far is by far the "easiest" to use, but I only know how to extrude and bevel, so that's not saying too much. The only major non-cosmetic difference between Maya and Max in this regard is in Maya you have to tick an option in a menu to extrude by poly or by selection, while in max it's a simple option in the menu you're using to extrude in the first place.
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