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...
@Manshooter the final race for my mod the Elathean looks almost exactly like your models i wont use them just saying that they look really alike to the official models good job going to advertise your mod on my page if you dont mind
Of course I don't mind.
If you need pointers for efficient organic modelling in XSI, let me know.
I have started work on a new Zelconian battleship.
Well, some updates on said ship.
The polycount is probably around half of what is displayed currently.
pretty cool
All Gahennas ships for AO were designed with similar ideology to Anahn ships, as they were built side by side. I did this knowing that one day, Armageddon Onslaught's universe as a whole would die in my head. Gahennas ships would then be able to be relatively easily altered and brought into TOA as Anahn canon.Such is the fate of this ship.18k polyI am still delegating what to do with the spine.
A combo Refinery/Extractor I'm texturing for my mod (Model by SolCommand).
would be cool to be able to research that much higher up (after extractor upgrades and refinery tech). Tempted to ask if I can propose it to the DS people.
Shouldn't be too hard to do. Just make an ability for your old extractors that scuttles the existing extractor and puts the new one on in its place. Give it a reduced cost and everything.
No matter what, you cannot change the amount a planet's extractor makes, unless it's via refineries or tech research, the building itself does nothing but make it extract and have health. What would be interesting is if Sins could "replace" ships and structures with newer ones when you research the appropriate tech, i.e. make them unavailable for purchase, with the newer ship/structure taking up that slot.
Even without auto-replacement, it just takes a quick runthrough to upgrade your stuff. Not a lot of empire management to start anyway. I was just saying that it might be cool to include it in DS, not that's it's hard to do.
Extractors aalready can scuttle, IIRC. The advantage is not so much higher extraction, but by having it refine also, it frees up structure slots. Useful mid game or on small maps.
Well, my building is a Refinery too so I'm also earning refinery income on top of the extraction income
I agree, I was thinking this when I setup the Extractor/Refinery. It would be nice to change the actual entity with either research or experience.
Assuming you mean manually scuttling your extractor to build a Refinery/Extractor later then sure. Part of the way this is setup is to use the Refinery planet module entity type with the Extractor role type. This means you will have cargo ships when the entity is created. The AI would be gimped here, and I'm not sure what it would pick if two options were present for an extractor type...
I don't think any auto research upgrades to existing extractors would work and you can't create modules through abilities AFAIK.
I'm referring to the auto-replacement, not for already bought stuff, but in the logistics structure menu, so that it doesn't take up valuable HUD icon slots.
Now that's pretty awesome. I'd be cool, if that was unlocked at level 7 or 8 tech and then to replace the purchase slot of the normal extractor.
UD Hatred, not quite finished yet but close. Nothing truly outstanding about this ship, other than typical third-gen UD fleets have infinite quantities of them.
Two WIP's for you today.
Anahn Patriarch-Class Dreadnaught, Third Generation
Unspecified Anahn destroyer of some nature, possibly for Warlord faction. Once I figure out its specifications I'll make the appropriate generation-related adjustments and add weaponry.
Nice. The first one has a good feel to it, though I find that funnel shape (the engines?) to take a bit away from the overall aesthetics. If it's a prow weapon, that's not too bad, but I think I would have to see it from other angles or in flight to get a good fix on it. I like the second one. It feels like a Taidaani cruiser with the type of missile pods one would see in Homeworld 2 Complex.
Knowing you, they're just the start though.
I am not finished with the rear on the first one at all so take it with a bucket of salt.
ah, glad to hear. It looked as if it was the rear and that worried me, so I was faintly hoping it was something else. As I guess, you are not done yet. But the second one has good potential as a total beast. Has that thick, hard-hitting feel.
An idea of what I'm doing with the rear,
Most of the flat surfaces on the destroyer are for gun mounts, so expect a lot of dakka.
DAKKA!
Anyway, I like the way you're breaking it up. Fits the insane detail you throw on most the rest of your beasts.
UD Spirestorm, also a WIP
Some of the early models for the Undead didn't strike me too amazingly. Lotsa detail, but I often got the feeling that a lot of it was spikes just pulled out of a given area (not trying to mean or anything). This is awesome. It has the same bladed concept as all the other Undead models but it looks like you're steadily making more and more form which it wraps around and spawns from. I felt that way a while back when you first presented the UD ship that looked like a bladed beetle (name eludes me atm) and this one not only does the same, but I'm especially impressed with the outer edges that sweep back. Great job.
Most simpler Undead ships aren't really that exotic looking, and many of the old models are almost 4-5 years old now and were just ported over from my older work. As I extremely slowly learn the basics of modeling I hope to one day be able to bring those old models to renewed levels of detail. To be honest, I am having an extremely large amount of difficulty just creating the base hulls for Undead. The smooth, organic nature of their base hulls are virtually impossible for me to figure out how to make so far. This slows my work considerably.
I started the Spirestorm a while ago (you can probably still find the original render in the thread), but immediately hit a wall and figured I wouldn't be able to do it for a while. Today I just randomly opened it up and suddenly it hit me what to do with it... I don't know. I'm slow like that.
it's cool. Looks like you're making a sweet model of it and you've grown your skills considerably.
Glad you like it. Here's some updates to the center.
Not quite done, but almost.
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