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...
Well still needs alot of work but heres a preview of my very 1st model.
Working on the XSI tutorials now.
This is the first decent model I have finished. It's an ion cannon frigate frome homeworld 2. I thought I would use this as a way to figure out xsi, and I'm pretty happy with the results. Now I just have to figure out how to texture it. Also I took these screenshots with the hidden line view instead of shaded because the details show up better since it has no texture.
Here my suggestion of a Capitalship for the pirats:
Pirats don't have the money to afford a Kol or something so they have to improvise. Why not take an asteroid and reconstruct it to a cheap capital?
It is slower and less maneuverable than typical capital but can transport much more fighters than a carrier.
It has more armor and healthppoints than a spacestation because the really important parts are burrowed under a huge amount of rocks.
It is weakly armed but it can overpower its engines to ram everything thats in its way.
Zelconian Assassin-class. Not quite finished. Not skilled enough to make finer details/turrets. 20k poly
Anahn Kraken, unfinished. About to hit sins poly limit, so there'll have to be two versions of it.
Though I think I have a way of bypassing the limit, I am unsure of what the implications of doing it would be. (It involves particles). I am certain that I will have to try this method with certain battleships since they will have a LOT of guns.
Anahn Leviathan at Alpha stage. Engine section and underside are virtually untouched. 30k poly, many of the guns will need to be spawned as a particle mesh to put this into sins. I still haven't updated the mod for 1.01 so that won't be for a long time.
This is what a tier 1 capital might look like in my mod. There are three tiers of capitals. A tier 2 capital can take on 5 tier 1 capitals without much problem.
IskatuMesk,
I am completely astonished by the amount of work you put into your models. The ships look amazing!
I am awaiting your SoaSe mod with baited breath!
Bram,
WOW Iskatu
Patched up another 2-3 year old model based loosely on the Minerva from Gundam. Gonna be trying to make more Gundam-inspired ships since they are kind of a breakpoint between my skill level and where I'm trying to go next.
Latest models I am working on.
For a mod I am working on.
Blue Arcadia - Lots of spheres and turrets somewhat lacking.
Improved blue arcadia with spheres removed, turrets upgraded and missle launcher added.
simple textured applied:
Don't think I posted this in here.... It is the homeship for my DS Lore.
A simple design mashup really....
WOW! How Long do modeling these usually take?
..Not the Mashup new design for the Egg....
Long Answer: For myself, I started for the first time with any modeling tool about last August '09. My only background is computer science and math and can't draw to save my life. It took a couple of months of going through the Akira tutorial that used to be on this forum and danmangames to get comfortable with xsi. The main thing is learning how to take primitive shapes and manipulate them into something that matches what you want. Having orthographic views of the design can also help when building the model. Personally, I've found following drawing techniques has helped me to create models I'm happy with. With sins the model doesn't have to have a lot of detail to look good. Here's an example of a low poly model I made and a high poly model I used to burn a bump map with and the end result.
http://dl.dropbox.com/u/5790092/SinsAlbum/light_frigate_wip.jpg (drawing technique)
http://dl.dropbox.com/u/5790092/SinsAlbum/light_frigate_low.jpg (low poly for in game)
http://dl.dropbox.com/u/5790092/SinsAlbum/light_frigate_high.jpg (high poly for bump map)
http://i951.photobucket.com/albums/ad356/ZombiesRus5/FrigateCyborgLight3.png (low poly with bump map applied).
I'm still weak when it comes to texturing and still have a lot to learn with modeling in general, but I still can create some decent stuff for in the game with what I know now.
http://dl.dropbox.com/u/5790092/Sins%20of%20the%20Fallen%20Album/lrf_nephilim_missile.jpg (recent model that turned out ok textured)
Short Answer: It depends on the quality and complexity of the model I guess. I usually spend a couple days building the low poly model for sins to the point I'm comfortable with the looks (maybe 2-12 hours depending on how quick it comes). Then the process of uv-mapping, texturing, maybe building a high poly for the bump map. You can invest a little bit of time in the process to generate a good mesh as the end result. I would give it a try if your interested and can get past the initial learning stage. It's good fun creating 3d models and seeing them in the game
Various ships and whatnot from Dawn of Victory.
Thanks for posting these. This mod looks really good and I'm looking forward to playing this when it's completed. I really like the ideas you are implementing to change the gameplay such as the damage modifiers being more realistic (assuming thats still applicable).
Wow, that DoV looks great.
I was starting a mod using sort of the same idea that different nations of earth each have there own Cap Ship. American, Russian, German, Japanese, and England (with english, canadian and australian accent voice overs).
Hey! the Dawn of Victory mod still lives!!!
Those ships look NICE! Good job on the texturing too
More progress on my Blue Ardadia
Reply #86, ZombieRus5.
That one is the ship in the pictures that you sent me?
Yes, that is indeed the one.
Looks good ! I see you have elements where depth is showing nicely. That's encouraging.
@Swiss Knight, You work looks fantastic. Looking forward to using your mod also.
hey IskatuMesk. since some of your designs are based on gundam , why not make a Gundam mod, with gundams as fighters/bombers and like the archangel as capt ship, etc. i can possible help you with information.
Just finished the textures on the a Capital for the next part of Alliance, Hidden Agenda's. I still haven't put this in game yet as I'm still trying to work out this depth baking issue. My cl file just seems flat when its exported.
Anyway here it is
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