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...
Yes Luke...you know it is true...I am your father! My adopted father was a Pacific B-25 gunship pilot and had a library on WWII. I read the story of the Campbeltown as a pre-teen and it was impressive. Good to know history.
FYI--those three models I posted a pic of are only 6400 tris--all three combined. Wow really great models Thoumsin. Ochin Horosho!
i like WWII i am adding amodified version of a F4U Corsair to the tec for myself when i finish my aldar mod which i need to start working on again
Slowly getting back on track...
New Xy ship. It seems episode 2, if I get that far, will probably be Xy.
Nice--I like this one.
anybody have ides for some ship i ran out and here is what they kondof have to like the one up front
As I thought, the HMS Campbeltown was involved in the St. Nazaire Raid that took out the only port the Tirpitz could use on the French coast. I remember conducting that raid in one of the Medal of Honor games.
Iskatu... that vessel looks amazing. Not only does it flow and just look absolutely awesome, but it has this design which really does look alien. I dunno. It looks like something less than intuitive for an engineer to design. Love it.
A few screen shots I took today working on a new patch...
AI went crazy building capital ships here...
6 Ventrue Scourge (Siege), 4 Ragnarok Scourge (Carrier), 1 Invictus Scourge (Battle) and 1 Enslavor Scourge (Colony)! Plus a shiiit ton of frigates!
The latest model for the Xin done, the Elite Battleship:
Armaments: 20 missile launchers, 1 main plasma gun, 6 rapid-fire point defense batteries, swarmer dronesDefenses: A Lot
Designated Fleet Role: Kicking Space Ass.
Nothing new to show for the past while... depression kills modeling quite dandily. I'll show you one of the Xy flagships that's currently ingame, though.
It has no stats or anything yet, but... yeah. If I get them playable, this will be a ship to watch out for.
As usual, hang in there your work is stunning. Your fan, .....Bison.....
@IskatuMesk hopefully you can gfet out of ur depression soon my best to ur mod and love ur work
Want to add your own planet textures... Look no further thanks to file'o'soft!
Optimized and new planet textures (download) using file'o'soft's planet object. This mesh may be used with nearly any texture that has a 2:1 ratio such as this earth example texture:
Current planet packages:
* These are just the mesh and textures packages. While the optimized sins planets will work as is the Sol planets will need to be wired up still with either existing Planet entities or new Planet entities (i.e. this is a modding resource and NOT a mod). *
People seem to like my organic shape models... low poly and soft curve... in wings3d, you have a simple tool called "magnet"... and it work like real magnet... in place of a lot of bla-bla-bla, simply look at the following video :
- http://www.youtube.com/watch?v=bRhgsLWgHsI
- http://www.youtube.com/watch?v=lMLdPWnX5tQ
- http://www.youtube.com/watch?v=E3E1KZ8ZhE8 ( this one is very interesting, it show various magnet effect on a single model )
Magnet don't add poly, only deform the original mesh... Vorlon ship posted up by Tobi and the Minbari ship i have made for him use these magnet system... pretty sure that 3DS max and other software have the magnet thing too, maybe hidden somewhere ( in wings3d, it appear in menu only in expert mode )...
I cannot imagine what model IskatuMesh will create if he was knowing all function/plug-in from his 3D software... actual result is already wonderful !!!
About the Vorlon ship posted by Tobi, the interestin thing is not the model itself but the "blue area" who are producing light... light are not only casted on the model but on nearby model too ( can create projector by example )... the ship is in fact two mesh, blue section using the sins sun FX shader via a particule file... it is possible to make moving part, moving texture, stealth mode, etc ... using the various FX from sins...
I was long away due to real life but in around 2 week, i am back to school and will have plenty time for model/texture again...
Interesting. It's like some nature of sculpting. That would indeed be very useful for Undead or Phantom ships. I'll have to see if I can find a similar function in max.
Seem that 3DSmax don't have magnet... Poser use them, Lightwave use them, etc... but about "sculpting", i have found something who is very similar to it in 3DS max... video at http://www.youtube.com/watch?v=BKPLrXyvAeA ... it is called "paint deformation"... it don't change the amount of poly when you use it...
Its very difficult to use "paint sculpting" effectively unless you have a digital pen, and if you do, then there are far better tools to do 3D sculpting, like ZBrush.
You can, for example, create a base mesh in your 3D app like Max or Maya, then export it into ZBrush, subdivide it there to a few million polygons, do whatever sculpting you want and then remesh/export it back into your 3D app for UV mapping etc.
Although you can also auto-UV map in ZBrush, but then you can't edit the textures in a 2D app like Photoshop.
Well, I can't UV or texture anyway, so I'm not too worried about that. Last time I tried Zbrush, though, it gave me a hernia. I couldn't even figure out how to place Zspheres, and that was after watching video tutorials. Blargh.
Definitely don't have a digital pen or anything like that.
Then I'm afraid you'll going to have to stick to more conventional methods of modeling. 3D sculpting cannot really be done without a digital pen, since you need that pressure control function.
And yes, ZBrush without a digital pen equals digital hernia, that's true.
I simply use soft selection on vertex editing to get the same effect.
Simple.
Another mash up creation......
The Kol 3.0 LRM edition.
nice. wouldn't mind seeing a pic of it in game though assuming you rig it and whatnot. (and if you do, will you be releasing it?)
If I do get them in game and rigged. I will release them.
They may be implemented in the Distant Stars mod too. The Vas one I'm making will be released in there, and the others possibly too.
Or I may just make a Capship replacement mod
Some minor updates to the Gaverrah as I try to remember how to model again. Added forward Beam coverage and cleaned up a few spots. Making those forward beam drivers was ten times as stupidly difficult as I had hoped it would be, and they still don't look anywhere near what I wanted.
I expect insane amounts of beam clipping ingame from the weapons firing through the ship. Oh well... maybe one day a space RTS will come out that will be able to support these ships in full.
/edit
Some symmetry on the beam drivers...
Good God the edges.
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