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...
I spent some time today sculpting and retopoing the meshes for the Warp Cruiser and the Attack Cruiser for the Xin, because I always wanted to do a better job with them and to get the hang of the workflow for the rest of the mod assets:
The Warp Cruiser:
And the Attack Cruiser:
Also, some of the orbital structures, the Genome repositories Xin use as equivalent of science and research stations:
Genome Bank (civilian research):
Genome Vault (military research):
manshooter, those models are drooltastic
harpo
insanely more organic. The attack cruiser looks amazing and the genome bank is perfect.
Thanks.
This is just too easy...
45 minutes.
Those are sweet MS
Muahahaha!
Ok, I'll stop spamming now.
Hahaha. Show off!
Nice work though. They look great in game.
-dolynick
They do. love the texture
Indeed nice
Can't help myself. Spam on!
Torpedo Cruiser:
It's smaller cousin, the Long Range Drone:
And the Minelayer Cruiser:
Very nice texture details there. Can I have your brain?
Us organic ship model makers will never give our brains up!
Yesterday remade the Emperor battlecruiser, because the old one failed to properly capture the feel of something which causes space people to whimper in terror at the sight of it.
I think this pup does a better job in that regard.
It also may be the most complex model I sculpted so far. One hour to sculpt and refine, 45 minutes to retopo because it's got really complex curves.
That is truly beautiful. I can see it eating people that are vacuumed out into space.
oh, love this shot, hope you don't mind me referencing it: http://imageshack.us/photo/my-images/32/invasionscreenshot10152.jpg/
Seeing as how I've got 0 modeling experiance, and I havn't rummaged through every page(just most of them) and I havn't seen anyone do it yet so.
I have a commission, an very TINY commission for a very TINY change
Can some one:
a) Find the files used for the planet elevator models Found the models in the Original sins mesh files EX:PlanetElevator-Tech-Bunker.mesh
b)Increase their over all size or replace them with something you think might be a little more race specific
c)make it available for dl or send it to me Via mail(message me for the e-mail)
ps) monsters in space*stare/drool* can I haz one as a pet?
Ok so ive been waiting for a long time for such models from the Gundam universe to appear in this mod and no luck since diplomacy came out so ive decided to start making them lol
So here is my first attempt to make the Gawain Class from the Principality of Zeon In the original Mobile Suit Gundam Show so ima start making more models or yet redoing some lol
tell me what you think plz
ps on a side note im starting to learn modding the sins game and im trying to figure out how to import and export mesh im starting with XSI 2011 ive only been able to to get the XSI mod tool 7.5
so any info on how to add weapons lights exhaust etc and how to put it ingame would help lol
so yah thanks again for reviews
Cabbage.
Really stupid comment who don't help the guy to improve his work...
Well, i have found nothing about a "Gawain" class... maybe you mean the 'Gwazine" class ( http://gundam.wikia.com/wiki/Gwazine-class )... if yes, try to use http://www.google.be/imghp?hl=nl&tab=wi and type "gwazine" in the search field... for make a model who is based on something who already exist, it is best to have plenty of picture for reference...
You need to use more soft curve... else you model will never look like the original...
Lol sorry my mistake it is the Gawazine Class from the Gundam Series ive actually had trouble in softing it can you explain a bit more how to?
Well, there is numerous ways and it is mainly related to the software that you use...
I use wings3d... below, a example about how i soften... subdivide edge, and inflate vertex...
A other way is to work in tweak mode and use magnet :
A other way, not supported by wings3d, is to use NURBS ( http://en.wikipedia.org/wiki/NURBS )... 3DSmax can work with them... it is a very easy way for create soft curve... soase don't support Nurbs but once the model is done in 3dsmax, you can convert everything ( nurbs, bolean, etc ) in polygone...
Ok i understand a bit better in what you were saying now thanks a bunch sadly i made the whole model in Polygon Mesh So its harder to magnitize or create nurbs on it so i figured a bit more while looking at the pics onto how to solve this issue 1. is to create the smooth edges seperately
2. Increase the nurbs in the whole model
3. start from scratch again with Surface mesh
Im start each step to see which one is the best
The wings3d magnet work only on a polygon mesh... in the case of your model, you need to use large magnet ( the blue selection area ) and move only a little... magnet simply move vertice, so it don't increase the poly count...
If your modeling software is able to use nurbs or bezier surface ( http://en.wikipedia.org/wiki/B%C3%A9zier_surface ), it is a good idea to use them if you remake the model...
Best method is to make the general shape using nurbs/bezier/bolean... once done, convert to poly... result will be very similar to the Manshooter organic model, i mean enough high poly count... since your model have a relative high amount of flat surface, you can optimize the model for reduce the poly count... once done, work on the details using a the usual way ( extrude, add object, etc )...
Myself, i only use the "inflate" method... end up with a lot of isolated vertice, double edges, etc ... but i correct everything with meshlab... my way is not the only good way but it is the one that i know the best... you need to find the way that you feel the best for you... by example, i don't use it but for a lot of modeler, Zbrush is a very good software for sculpting a model... really like you are sculpting a piece of clay... more interesting, for spare poly, Zbrush can transfer some of the sculpted detail to a high quality normal map...
Hmmm I'm actually pretty satisfied with the model itself but what bugs me the most it the front head of it So what im planning to do is to delete the front head of it and try to make it separately until it better and combine it with the body whats good so far is that i began adding the Capital ship hardpoints so its getting there slowly hmmm having difficulty however to convert it to mesh from xsi and trying to enable it in game any idea how to?
Ok well here is my first test on a musai Class On 3DS Max lol i knw its very blocky but member this is a test it doesnt have weapons either so tell me what you guys think
I've never seen that show before, but the ship still looks cool.
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