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...
either way, softimage is still made by autodesk. but i guess it comes down to preference, experience, and what exactly you are trying to do with said program.
Softimage is still developed by the same team that developed it before it got acquired by Autodesk.
Frankly, I think there's a lot of redundancy going on in the Autodesk palette right now. 3DSMax, Maya and Softimage all can do pretty much the same stuff with the same level of quality. One drawback Softimage suffers from is that it is stuck with Mental Ray for rendering, but that's not much of a drawback.
For modeling I'd recommend Softimage any day. Although anyone looking to get into the CGI industry would probably do well to learn Maya, it's still the industry standard.
zombie at least im not the only one who say some potential in the models oh his
I think right now sound effects are catching me harder than models. Particles are easy, models are difficult, but making stuff sound just right... that's where I am in my element.
Soon... soon I shall be ready to show what I have been doing.
Yes, indeed. I should be ready with a beta release of the Rogue trader race in a few weeks.
sweet gonna have to try it
my mod is on db now and a beta will be ready within a month i have to redesign most of the models as i have gotten better at it
iskatu
i have noticed that most people with conditions that you have are very good artists or other such things such as music
but it does suck to have depression.....
Well, a other software used a lot in the CGI industry ( have it but don't use it anymore ) is LightWave 3D... was used for Babylon 5, Stargate, Battlestar Gallactica, Dune, Star Trek ( DS9, Voyager, Enterprise ), Iron man, X-files, Outers Limits... is used for the actual "V" series too...
For people who begin, 3D being a hobby, you have plenty of opensource ( free ) software around... in my case, i use mainly wings3d ( perfect for sins )... ArtOfIllussion is a good alternative too, like very much the procedural texture tree ( http://en.wikipedia.org/wiki/ArtOfIllusion )... a promising new software is K-3D ( http://www.k-3d.org/ ), perfect for these who crush million of poly models... there is the well know Blender too ( i don't like the interface )...
Anyway, money or not, there is plenty of good software for 3D around...
yes there is im using softimage mostly that way i can just hardpoint and texture it and export it all at the same time
If you remember that wireframe shot I posted a while ago, this is the textured version ingame:
Nice textures! What program(s) do you use if I may ask.
Model in Softimage, texture in Zbrush with some minor texture adjustment in Photoshop.
Yer, I use similar, I use 3Dcoat instead of ZBrush. They do a nice job.
Alrighty, back to work. The next episode is largely about the Undead. Expect lots of pointy.
Tier 3 Flagships will largely consist of Supership-class vessels. The Spirestorm is amongst the largest of all Undead warships. It will be amongst the most devastating up-front ships in the entire conversion.
The Spirestorm is one of the first Undead ships I ever modeled. The original model, hacked together in Rhino 3d in Nurbs some 6-7 years ago, saw use in the ITAS starcraft TC I created in 2003.
The nurbs model, when exported to a poly mesh, is some millions of polygons. A little too high for my purposes. In 2007 I had a guy remodel it. His model is inaccurate, a mess and is unusable in its current state. I can, however, recover some pieces of that mesh and use it to rebuild the Spirestorm in the image of 2011 Throne of Armageddon specs.
We can rebuild it. We have the technology.
Bigger, more detailed. More pointy.
So it begins. (Ignore the polycount, that includes duplicate backup objects).
I figured I would chime in with my latest model
http://epytronomega.deviantart.com/
Look familiar Eomega, a redesign of the last research-able vessel for the Human vessels?
no, just a rebuild of the Achilles. ^^ no redesign
Remake of the Overlord class Carrier:
very nice manshooter. whats the poly count?
About 8000 polygons.
Other than some minor optimization, this ship is basically sins ready now. I opted to keep the detail fairly low but may yet tweak it further.
about 9k quads atm
/edit 5
Beginning on a massive Anahn third-gen Battleship. This one uses Titan-type Accelerated Penetrator Railcannons, amongst the largest and deadliest of all Anahn ship-mounted moderate-ranged weaponry. Along with the three weapon types standard of Anahn ships there will be a fourth weapon on autocast like the Gauss turret's upgraded cannon, this will be for the two frontal Railcannons that fire exceptionally large shells at moderate range. This, gentlemen, is your top-end siege frigate.
Condensed this post a bit.
So quiet in here. I can almost hear the crickets... beneath the orchestra of fire and ash left behind the wake of the newest fourth-generation Undead battleship, aptly-named the Ruin.
Few can speak of the Ruin, for the monstrosity has never left victims alive in its wake. Only that the primitives of its shape resemble this:
The Anahn have not been idle, however, preparing the Sonsora battleship for its debut. Between the Kraken, Leviathan, and Sonsora, the Anahn's mid-range lineup is looking quite formidable. Now they need a carrier, support ship, and superships.
Rumors are that a new Supership class is already under development by the Royal Family...
HOLY "whitles for a very long time" those are really cool
I like how this undead ship gains more definition than some of the others. Not lacking in blades, but has more heft to itself and really impresses you as a genuine space vessel.
Wow! Looking great. Now you'll need to think of some creative ways to bake in some of that detail to avoid the poly limits. It's not an easy task to work backwards like that, but that kind of disipline will help you extract the core esscence of the ships design. Remember, silhouette is key
The poly limit is 50k tris and both those ships are under half that.
Well, I think my updated version of the Ruin might be a bit higher than half, but it's still considerably under. As I don't know how to bake anything or uv/texturing, my only option is to model low from the start.
Here's the wireframe for the Sonsora. It could be optimized a bit. Currently listed in quads. 11k quads will equate to around 22k tris. Keep in mind though that I will definitely be bringing that right up to the cap of 50k when it's done. Almost all Anahn ships above destroyer class end up being that big except for the Longbow due to the turrets.
There are many great features available to you once you register, including:
Sign in or Create Account