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...
Now that you have post your UV, i can see several way to optimize it...
First, to much gray area between piece... pretty sure that it is possible to put them in a other way for a better UV...
Second, some pieces can be optimized... by example, the large piece in the lower left side... made of 7 quad... cut out the 2-3-4... put them together and scale them verticaly so that they fit together... or the huge piece in the left top corner, can cut it between the 2 first quad, flip the left part, move it over the right for almost fit and move a little two vertex... or the big piece in the top right corner, these with the 5 round thing and pipe... cut the top part, flip and move to the lower part who is identical... a other piece is made of 5 segment, where 3 are identical... cut and put together... and more...
Post the .obj, the .mtl and the actual texture and i can show you how to free some room...
@ Santyaga - Hey, for a first go at modeling, it's actually more creative than a lot get. And if that's the style of the race, it's all good. Look up the Celareons from Conquest: Frontier Wars. Nothing special about the models, but they still looked cool. Nice work. Just keep experimenting with the tools, bending ideas, and taking notes from these other guys.
Draakjacht, thank you for your support, I will continue пробовать.Вот my second flagship aircraft Carrier.
How do you make these kind of ships, and what do you use, cos there amazing!
In my case, i use wings3D... it is a free ( open source ), small ( few mb ) and easy to use software...
http://www.wings3d.com/
Some use directly XSI mod tool... XSI is a must have for the final process of converting to the .mesh format used by the game
Thank you very much, your praise inspired)) I use a very simple by the standards of the simulation program Blender. Very much it would be desirable that these ships plied the expanses of space in the game the Sins Of A Solar Empire. But I have no idea how they got them paste, so I'll give them to someone to do the mod )))
I began work on upgrading the 2007 Grammael. Unlike the GoreKhan, which had been updated during Black Sun's inception early 2010, the Grammael has never been touched outside of Maya. I have a daunting task ahead of me.
/e Finished.
Crossposting this from the DoV thread cause It's one of my favorite ships.
@ Madman and Santyaga, I've played with Blender before. Once you get the quick keys down, it's not that bad. Just not as intuitive as advertised. My brother and best friend both use TrueSpace3D. Also free and a bit more what I think people are use to.
Well, the "ease" that you win in photoshop greatly decrease the quality of the texture itself... will demonstrate it below...
Well, the final UV are done for my space station... ring at 947%, weapons at 1415% and main body at 360%... below is the final UV optimization for the main body
Now, some people don't realize the huge improvement that UV optimization can add to a game model where size of texture is somehow limited...
Below two sample of the space station... top part of the pic is with auto UV and lower part with optimized UV ( for the body section )... in both case, the texture for the body is a generic background with panel, size 2048x2048... final texture is for a later stage... ring and weapons are already UV optimized with final texture in both picture and don't count for illustrate the benefice of UV optimization.
...
Without UV optimization, the texture on the model body are blurry... optimization improve the sharpness and allow to paint more little detail on the map ( like the already done ring and weapons show it )... and remember that my model is using smaller texture that the original sins starbase !!! Less memory used and more detail !!!
I understand. Thanks for the explanation . I'll redo my UV's & textures. Don't worry about doing the Dyseg, (unless you really want to). I will redo myself at a later time anyway. The program I use, (3DCoat) has received some nice upgrade's that will improve other aspects as well. I have made some nice progress with other model, halving the texture size with no loss.
Nice looking textures too by the way. Hey is that a small blue star for the blue sphere within the ring? Looks an awesome combination!
Well, in your case, your have not a lot to learn from me... my 300% was reach using the same method that you... 60% more only by placing piece differently and optimizing more some other pieces with repeating pattern ( need to already know how i will texture the model )...
I have buy it in Dec 2010 ( version 3.3 ) but have never use it until now...
In Aug 2010, i have buy UVLayout Pro v2.06 ( http://www.uvlayout.com/ ), a very useful tool ( but not cheap ) for people who hate the manual UV, mainly due to the 2 following feature :
I use it only for organic shape because in case of organic shape, it is too much difficult and complex to control the streching level of the pieces...
Well, it is only the beginning and in wings3D, you cannot see the effect from the light, bloom, specular, team color and normal map...
Since it is for a star war empire mod, i am almost limited to grey shade and metal panel for remain in the style from the other ship/structure...
And yes, it is a blue star... well, a remodeled one who is 600 tri and use a scaled rectangular UV... use the actual sins texture ( no memory increase ) and is called via particle who use the sun_fx shader ( will be emit light like a sins sun )... have already use the trick on a B5 Vorlon model ( http://3.bp.blogspot.com/_EpX6GUNLABE/S8WhwPvHX0I/AAAAAAAABJo/kqWsTyZZYA8/s1600/screenshot14c.png )... only way to have some real light and to spare memory ( need only a cl, no da needed since light, bloom, aura, etc are made via shader code )
UD Brutality in early stages.
Interesting. I look forward to how it will look fleshed out.
As fleshed out as it's going to get -
1066!
I got tired of looking at the (now textureless) TEC caster ships so I tossed in the Sonsora to replace them.
(Huh, is image bbcode not working)?
I see it. pretty.
Here's some in game shots of that ship I showed before
Is there some form of the combined words 'epic', 'fantastic', and 'f***'?
LOL not in my vocabulary, I just made the model and provided the guy who textured and skinned it with it. He made some slight modifications to make it fit with the race and I do say I think he did a fantastic job on it. So if any of you play X3TC and know of a ship and station mod run by Cadius on the Egosoft forums, that's the one
Speaking for consistency to keep on topic with SOSE
I just created this new specialized tactical structure for ZombietRus for his Sins of the Fallen Mod.
Two years after it was first created, the Zelconian Assassin ship finally goes into the game.
Very, very nice.
Whoa... that ship looks like a long distant cousin of the ship I posted a little ways back!
just done my solar panel...
As for ingame, it remain a WIP... a preview video at http://www.love-from-russia.be/g4.avi ... have already corrected the glossiness of the ring who was at 100... but it show the dynamic of the model... final texture will be more dark and not so glossy ( like the solar panel driving pod in the screenshoot up )...
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