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'll get it to you this Friday
it's not exactly a planet
yet it is a planet
it's quite difficult to explain
Sounds like something good. I can get the planet mesh I have if you need.
Guess I will throw this on here....
This is the TCA's Centauro class capital ship destroyer, from the 7 Deadly Sins mod. I think it is something like 3k triangles. Don't have an in-game screenshot, but it is in there lol.
Interesting design. It's a cross between a Kol and an egg beater.
Just playing with you. It's definitely unique, so I like that. I assume the long shafts on one side are very well rifled cannons?
And the new Shufune is nice. I really liked the older one, but this one has the asiatic sails, which speaks to its cultural origin, and the body gives me a steampunk feel, which I've seen in so many animes that it's not even funny. Maybe part of that is because without the skin it has that polished metal look, but you get my point still. Good job.
Thanks!
Well in 7DS, the TCA is like the formal "military" of the traditional TEC, so thats why part of the design is inspired from the Kol.
The long shafts on the one side are the (very) large anti-capital ship/structure railguns.
EDIT: Was also going to include that the bridge on the opposite side of the hull contain broadside firing gauss batteries, and strike fighter hangars. The front extrusions are TEC/TCA beam cannons, along with two forward firing "regular" railgun batteries.
Also, there are two torpedo launch bays (not modeled, but will have "tubes" textured there, to save poly's) on the underside of the ship which launch anti-capital/structure torpedoes.
some of the older models for the mass effect mod are now part of Cerberus faction. Still a work in progress, but the oranges and blacks look cool.
Very nice !
Mass effect mod seems pretty badass.
The human refinery ship for a mod that I am trying to work on. Only 248 polys, I plan to make up for the low poly count with detailed textures.
The human Long range/Heavy cruiser (I haven't decided yet, though it may end up filling both roles) 460 polys.The cruiser from the other side:
I know that the command bridge needs a little more texture work, I wasn't exactly sure what to do with the hull. The front and detail textures could use some touching up as well...
Nice Work ZombiesRus5!!
Very nice! However, I like to say... I don't see those ships fit the Cerberus design philosophy very well. For example: Elbrus
More sleek, sophisticated, stylish, and clean (look at the interior and exterior of Cerberus facilities (Aite outposts (site of Project Overlord)), SR-2, etc.)
More examples:
Cronos Station
Lazarus Research Station
Minuteman Station
No offense, Your work is good, but I wish you would reconsider. I am not forcing, just making a suggestion.
Well if you read the captions it says Zombie only skinned them... he only has what models the Mass Effect mod team gives him.
And I really wish I could make textures that looked anywhere near as good.
@Tollen Kell We have all those models too. These are based off various concept art by mass effect btw. Also, bear in mind sins has appx 20 ships per race to fill and appx 13+ modules per faction. The actual amount of released ships for ME would not even come close to filling those slots. So in dawn of the reapers these are Cerberus ships that will be used so no need to reconsider.
Thanks for the complements though and I think it will grow on you in the end.
I like FredLed's low-poly models for a "slim sins" mod.
Correct a mundo No way I could create all the models done by Lord_Set... I've sorta stopped modelling except for uv-mapping and rigging in XSI at this point.
Texturing is by far one of the hardest things I've ever taught myself of which my work is still very simple compared to those that can texture well (i.e. have a real background in digital art). I'm really just a coder so this is stepping out of my comfort realm.
oh I don't know that. Is there a website for that? I like to see more.
It's a book... something like the Art of Mass Effect.
An updated ship for my Apex project. Unrelated to sins, but figured I'd show it anyways.
Glad you did. You know we love seeing your work, whatever it may be for. I love the small sections that have a great density of detail. Not because I like tons of detail overall, but because it tells you those are sections of importance, where if you needed to put a torpedo in only one spot, those would be the spots to go for.
Beautiful as usual.
Zombie, nice texturing job. I could see where you would like to get more resolution and enhance the textures, but it's quite good, especially when done for something the scale of Sins.
FredLed, I'm not normally a fan of something so low poly, but I like the base design and very much like the texturing. In the case of Sins, it would be supremely beneficial to have something so low poly so that memory can be put toward actual gameplay, such as expanding tech trees and enhanced HUD design. I definitely see a place for it.
Thank you, I plan to release a general style profile for the races if the mod ever gets released. Along with base textures and whatnot, so that anyone wishing to make higher poly models with textures can do so.
Yeah finding the balance between poly count and detail level is crucial. As you said, you can make up for low poly's with enhanced textures....to an extent, adding even little flare on some pieces, chamfered edges, random blockets, antennae, etc. Go a long way in giving the model more "life" without absolutely crushing your low poly count. Avoid making lots of rounded edges and you can keep poly counts fairly low while still having lots of detail.
You probably know this already but, Also keep in mind what ship you are making the model, if its for a frigate you would want much less polys (compared to capitals) because you spam the crap out of those in game.
the human Light Assault Frigate (370 polys):
The above view:
Here's another Cerberus model I uv-mapped and textured today.
To both, good jobs.
Fredled, are we getting any inspiration from the Hiigarans and Progenitors of Homeworld 2, by any chance?
The progenitors were the inspiration behind the red stripe, but that's it. (I was waiting to see how long it would take for someone to ask that, lol)
Took no time at all. But look at the cruiser and a frigate from Homeworld. I think you've be subtlety influenced.
Not a bad thing.
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