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...
Whoa, that looks intimidating.
Iskatu and manshooter are my favs on the subject of models. If I wasn't afraid they would vaporize me, I would hug their models.
That is the scariest looking scrotum I have ever seen. But it is awesome!
I am experimenting with DyiithJhinn as I try to remember what I am doing so I can start trying architectural modeling for a potential UDK project.
The center and left models are just conceptuals.
But they are ALL bad ass.
I love the one on the left. Great styling. With a little tweaking I could see it as a cruiser for the Kadesh in Homeworld.
Worked on that one a bit more.
Very sweet. Love the roundness and all. I'm sure you can see what I mean wth regards to the Kadesh thing. Given that they had some of the sweetest ships, it's a compliment too. Loving the detail.
Not too familiar with Homeworld outside of Homeworld 2 much less the Kadesh, so, no.
Sick! What is the polycount on that baby?
Check out the Multi-Beam Frigate. And the DoV stuff is always fantastic. Inspired me to change up icons for DS. Trying not to outright copy though. So hard.
Ah. Maybe if I was capable of texturing my model would be comparable to that. So much I can't model for the DyiithJhinn.
A couple shots of the current work in progress:
I've been rather inactive modding/modelling for the last while. I really need to go and finish this thing up. Only the final little detailing bits to do and texture, etc. It's kind of holding up my 1.34 updates atm.
-dolynick
worth the wait
nick, nice addition to the bunch. Wondering what style that'll get come texturing.
Pretty much along these lines, continuing the general old-ish look of the rest of the Ancient fleet:
The above is not a model I can take credit for. It's EOmega's (of the SGI Team) work. He was gracious enough to allow me access to the SGI project's model pool to fill out some of the holes in my model set. A lot of their models are untextured as of yet, so hopefully he will find my textured version of use in return. With any luck, I have a few models that they'll make use of as well to make it a two-way exchange. The texturing in these pictures is a touch off from the "finished" version now as I went back and changed a couple tiles and I believe the bump map isn't quite as aggressive as what's pictured. It is using the latest versions/sizings of the tileset I have in place for the Ancient fleet though for the most part so it's the best pics I have right now of what to expect.
The WIP ship in the last post is replacing the old model for the large ship on the left in this group shot. It was user submitted but kind of rough. As you can see I've taken some of the ideas from it and built a new version using the base geometry from the others. In this case I pulled the central geometry from DavidSD's 1,000,000+ triangle Aurora model, did a little fiddling with the shapes and added some new stuff to sort of get what I had in mind. This time I have also gone back and rebuilt some of the most still excessively high poly bits with newly generated geometry, mainly in the tail section (you can see some of the originals off to the side in the XSI shots). I managed to cut about 6000 triangles doing that alone. I expect it's going to be a bit longer than the old model but not quite as wide and squar-ish. Triangle count is probably going to end up in the 20,000 range (it's 18,000 atm in the build shots) on a ship that's running about 2,400m long. I should go back and optomize the geometry of the older Aurora/Battlecruiser based models too but they haven't given any real problems so it's low priority for now but a retexture using the more current texture/tiling sets I employ now would be good too.
Very nice, those look more thoroughly worked out then previous ships you've done. I can see your skill is improving.
Like the group shot and agree that the new model is a good replacement.
While no longer applicable to sins I did find my old spiderbot model for AO2 and intend to try to finish it model-wise for the UDK project sometime. Unfortunately my CTS is too severe to use 3ds max now so this is as updated as it will be for a long time.
It's missing its modular weaponry and a bunch of details I am not sure how to do, but the base model is done.
And the final version of that DyiithJhinn ship. This will probably be the last Black Sun/TOA-related model I ever attempt.
And yet I hope you keep making eye candy to share. Frickin awesome beasts. I've loved every one that has come out. In fact, this last one I especially cozy up to with its smooth aesthetics and intimidating heft.
New stuff:
Btw, it's not true that polycounts no longer matter - I guess people who started that one have top of the line hardware - these are 15 000 quads each, and I have noticeable slowdowns when stress testing them via command console (spawn a lot of them).
Ingame this will be balanced by the fact that each Xin ship is an equivalent of two-three of it's counterparts (you are going to need roughly 2-3 battleships to counter a single Xin one) and their units are sparse (again, roughly 2-3 times smaller fleet cap than vanilla races), so the polycount stays the same.
But poly counts DO matter.
especally love the second one and how the backside has this organic detail that makes it look softer than the rest, like how a ship's engines are generally weaker than the rest. Love what you've done, especially since learning to make them more and more natural. And I also like the idea that someone is finally changing the balance in true form. Sure, the three vanilla races are not exactly the same, but there are obvious equivalents. Making it so that one race goes quality over quantity? About time!
ManSh00t, you rock!
Hey... I've been doing quality over quantity for years now! Lol.
Great job as always Mansh00ter. They both look great.
I agree that poly count still matters. Perhaps less than in other engines but it's still there. I use several rather high poly count models (one right at the limit of what convertxsi can handle even) and I've chosen to balance the load in more or less the same way you are planning to. Higher poly ships but much fewer of them in play at any one time. I think the only difference in our approaches is that I did not adjust the total scale of fleet supply as you mention and instead these large, powerful ships run in the 30-80 fleet supply range each. The highest poly ship is a capital ship that is set at 400 supply cost.
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