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...
Actually, apart from the fins, the cruiser and this frigate were modeled before I had even seen any ships from Homeworld...but they weren't textured until I saw the Progenitor ships. I couldn't find a color scheme or a good looking metal texture that I liked until I saw them, lol.
So uh....You wouldn't perhaps be interested in UV mapping a new battlecruiser for me would you?
I can model a ship, hardpoint it, code it, and get it in game....But can't texture or UV map to save my life!
In all seriousness though, if you have time and wouldn't mind lending a hand this, PM me on the danmangames forums. I could use some help with it!
Well, start to learn. Takes about half a year to a year to become skilled so better start now.
Or I could ask someone for help that would be able to do it better, and in MUCH less time. I tried to learn previously and I just couldn't get it.
Texturing is a lot like modeling in the fact that sometimes you cannot learn it on your own, and sometimes you can. I know for myself that it took college to teach me to model, but texturing came naturally later. So each individual is gonna come from a different learning curve and we should respect that.
True, but it's really worth to learn it. And we as a community will help you if you need anything. Thoumsin showed me a lot of things here when I started to do UV's and I've learned much from then on.
Agreed. I started modeling in Specular3D on a black and white screen when I was 9 or 10. I started to (really) learn texturing using UV coordinates about 18 years later
OK, I was into programming more and CG for rendering, not for games, but yes, everyone takes his own time. It's just that I think we (the modding community here) have way more modelers than UVers/texturers at the moment, and a good UV takes lots of time and consideration and input from the texturer for the best results.
doublepost
ok ok i hate and love you all but the trolls. they can stay under the bridge. here my Dev. page. http://sarasrose.deviantart.com/ i will be posting more weekly. i INTEND to surpass our beloved IskatuMesk or come very close to his skill level.
Definitely a good start. Keep it up. I'm liking the progression and can really see the evolution of your modeling skills.
thank you. still learning to use blender and i do believe i catch up to his skill level sooner or later
Although that is a lofty goal, it can be done if you keep in mind a few things. One is that he didn't show many models utilizing extremely organic forms. That was ManSh00ter's domain. So you might want to look at his work as well. Another is that Iskatumesk was very detailed. There were a few vessels he did that used fairly simple shapes, but the beauty was in the density he could pack them and still make them flow and look functional.
Like I said, you've got a good start going there. You just need to keep in mind that design and imagination count as much as skill.
I have noticed i model completely with dots i dont add faces til im almost finished im in wireframe 95% of the time when i model.
@Alexrose:
My hat goes off to you sir. After trying to model myself before college, I was unable to do it. Only during college did I ever get the basics as to what I should do and what was possible. Now, it has freed me entirely. My only concern is that if you are only working in viewing the Verts (yes that is a true term) then you could possibly be doing yourself more harm then good once you become more complex. If you can, you might want to think about moving away from that style. This is entirely a personal choice, but you might see your progression expand.
i like it this way but i can still do it with faces showing, if i had a video capture program with high def i record what i do and you see how i do it. for me do its in wireframe and use vertex's let me make corrections easier than doing it with faces which i would have to change it from vertex / edge to face then delet the face , than connect the correct vertex and than make the new faces. that takes awhile. I also at points add faces and crtl+N for faces to face outside and see how it looks and double check everything and if there errors i go back to wireframe and fix it. Its "A" to select all -> "F" to add faces -> "Crtl+N" to redirect faces outside -> look around for errors ( 80% there noun ) but if i find one -> "tab"for Edit Mode -> "Crtl+Z" to undo the faces command from eariler and fix it and move on. the error could be a unconnected vertex 90% of the time. but please explain why it can be more harmful than good. im curious now.
Ok,
Gonna share an all to honest and real story here, that is funny only after the fact. I had a teacher who was a total butt in my low poly modeling class. I was used to modeling with the faces so I could make it close to what my image was that I had drawn. He said that was incorrect and that I should model your way. Well there was a point where the Vertex's (also the correct and longer name for them) over lapped in such a way as to become invisible. All the planes lined up and what happened was that there were in total three planes overlapping in such a way that the vertex's were on top of each other. You select one, you select them all.
I take that style of modeling into my next class and I get a teacher in the industry ream me up one side and the other for doing it incorrect due to possibly plane over lapping... Who knew right? So from then on I have been really iffy and careful on how to handle that. If it works for you... Great. Then run with it, because it sounds like you are comfortable. I was just expressing my concern from my personal experience.
Try to watch out for stars or keeping points of connection to the vertex's down if possible because that can play real havoc when working with UV mapping.
i always double check on possible overlaping verts and faces. with blender its easy to tell.
Ship I modeled about a year ago, currently sitting at around 30k polygons. The idea is of it being a support/escort ship, combining both fire support with logistical support, it is used within fleets to bolster firepower and to keep them supplied and maintained.
Looks wonderful but will be segmentation hell!
Well you could try to bake that model onto a lower poly version. Not sure if the game can handle it though as it sits right now.
very nice ship there. my plan for th future is to actaully make an interior to a ship. bridge, hallsways, battlestations, the works lol
Ah, how many more years will it take me to make something even close to this? 5? 10? I've already been modeling for 10 and there's so much I can't even begin to grasp about this model. Excellent work, sir.
Thank you!
And come on, it'll probably be quicker than that. And to be fair I've had a few years of practice before I could make that.
Why is it that people can still believe in evolution when the Bible obviously disproves it? I'm sure it has to be some kind of mental illness...
I think we can all agree that the troll needs to be ignored.
Meanwhile, that is an absolutely awesome looking ship. If you didn't say otherwise, I would swear that it's for a lot more than mere fire support. The amount of battering you would get from the prow looks exquisite.
Uploaded a new weapon to my Dev. art page: http://sarasrose.deviantart.com/
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