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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 02-01-2008, 01:00 AM   #4281 (permalink)
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Been working on the gunship.... i think i've posted about it on here...

I've got it to a point where i can say it's finished... though in reality it needs some more details added to be a proper finished mesh. Add this to the finished Wasp, Hornet and PDS creates the attached image.
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File Type: jpg finished group 1.jpg (100.4 KB, 16 views)

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Old 02-01-2008, 02:16 AM   #4282 (permalink)
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Looks great Dr Lee. I've posted updates on my second carrier on scorpius's site, here's the link to my thread Calling All Stargate Fans; View topic - Intergalactic Starship Carriers. If you can see them, what do you think? It's my best engine layout yet

*Note - I found out why I haven't been able to post at SFM for awhile now It seems that IE7 can't handle the enhanced interface anymore -_-' with that being found out I think I may start directing any updates I make on my ship to scorpius's site since I can give seperate information for each image I upload and so far there doesn't seem to be an upload limit so I can post more besides I have my own thread and the site it self is really good.

Mario Kart Wii will be the greatest racing game released on the Wii! http://www.callingallstargatefans.co...d-wips-f2.html Calling All Stargate Fans - The site for Stargate fans to show dedicated Stargate stuff.

Last edited by Lantean_Canuck; 02-01-2008 at 02:43 AM.
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Old 02-01-2008, 03:12 AM   #4283 (permalink)
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haha i know majesto i suck at texturing always have lolthats why i tend to abanddon projects lol..

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Old 02-01-2008, 01:58 PM   #4284 (permalink)
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well, here is a good tut to follow for texturing, its very very good and breaks every step down.

Tutorial: Hard Surface Texture Painting - Game Artist Forums
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Old 02-02-2008, 08:47 PM   #4285 (permalink)
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Updates and tom-foolery........

Ok, Been working on my Valkyrie for a little while now. It's much closer to being finished now. I still haven't done the back yet, or the main engines, but those are coming soon as I am running out of things to do with the rest. There are far too many things to list all the updates and changes, but the main ones are:

1.) increased modeled panels to cover most surfaces so that there aren't any unusually bare areas.
2.) added pipe greebles to the main missile launch section
3.) added windows to the front of deck 2 "Senior staff common area"
4.) added many more details and greebles to the bottom (can't see it in this render though)
5.) changed the font used for the USAF and Valkyrie "labels". And made them all caps.
6.) added details to the front antenna spire, as someone had asked about that earlier.
7.) and for the first time I have used someone else's greebles. I did this for two reasons, one because they are so small they can't really be seen. I could have put a pile of smurfs there and you'd never know the difference at this distance. The second reason is because I really needed to start minimizing the poly count. The file for this ship is already up to 52.6MB and takes about 45 seconds just to open, almost 2 minutes when I save any changes. I did make changes to them of course, and used my own textures. But I'll give credit where credit is due, So, the few greebles I have used came from here at SFM and were made by Thor Danielsen aka originalmoron. Although, I used them very sparingly.

So, anyhoo, here she is in her current state. C&C?

Secondly, I got playing around one night when I wasn't in the mood for TV or working on the Valkyrie and I started making a Goa'uld like type of ship. I themed it after my old Goa'uld Mayan ship of old, but I think this is much better. It's still basically in concept phase, or just the basic geometry, but I think it's a good start. It's not a flagship in size or capabilities, but I'd put it between the normal Ha'Tak and the flagships of either Apophis or Anubis, but more towards the normal Ha'Tak. This will be a part of my "Extended Universe" concept of fanfic/ideas I had for the franchise, not actually part of the area covered by the SG-1 and SGA shows. Basically, my idea centered around an unseen SG team on earth that explores an unknown area of the Milky Way, and outside of the known former Goa'uld space. It's home to a "lost" or exiled sect of Goa'uld. These Goa'uld were "allies" of Anubis back when he did the supposedly unspeakable thing that got him banished by the System Lords and Ra. So these Mayan/Aztec based group of Goa'uld developed things a little differently than the more familiar Goa'uld. Most notably in their ship design. And this is where my fanfic/idea arose to be centered around. I originally considered this idea as a possible mini-series formated form, but since I have azero to a snowball's chance in hell of actually getting this to the franchise, I basically abandoned the idea and developement of the story, models and such. I still like playing with the idea occasionally, so that's why I dabbled in this new ship. Anyways, hope you like it even though it's still in it's infancy.
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File Type: jpg Valkyrie NEW 9a.JPG (56.9 KB, 19 views)
File Type: jpg Valkyrie NEW 9a no tex.JPG (67.4 KB, 19 views)
File Type: jpg Ba'Koosh 2B.JPG (60.5 KB, 24 views)
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Old 02-02-2008, 11:19 PM   #4286 (permalink)
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Sweet work, dude!
I like the panelling on the Valkyrie.
And as for the "Mayan" ship, i think it could do with smaller "steps". If you include then at all(Just for the look of the thing, i do like the inclusion), they ahouls look really really small, to make the ship look gigantic!(Unless the ship is meant to be smaller than a hat'tak?)
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Old 02-03-2008, 12:28 AM   #4287 (permalink)
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What program are you using freek? Im sure you mentioned it before but I am so not going to comb through 107 pages to find it. Now, granted I have only worked with Max recently, but 52mb file for that size ship (at least in max) is way way way larger than it should be. My Atlantis for instance, while it isn't complete yet, is pushing 2.5 mil polys and the file is 57 mb. I would suggest doing a wireframe render at high res so you can see any areas that can be reduced in poly size clearly. I mean, there just is no reason for it to take that long to save and load with the way it looks (it looks good just not super high poly looking). When it comes to greebles, you need to be careful not to make them super high poly (i cant tell if they are even high poly from this distance) if you can barely see them from the shots you are going to take. This render for example - if you are planning shots like this then a lot of the greebles dont need to be super high poly. Know what Im saying? Detail is awesome but you gotta do it smart. A wireframe render would definitely allow us to be able to help you more with poly count lowering and other crits. With that being said, I like the design and it looks like you are making good progress.

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Old 02-03-2008, 05:23 AM   #4288 (permalink)
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Quote:
Originally Posted by Bar View Post
Sweet work, dude!
I like the panelling on the Valkyrie.
And as for the "Mayan" ship, i think it could do with smaller "steps". If you include then at all(Just for the look of the thing, i do like the inclusion), they ahouls look really really small, to make the ship look gigantic!(Unless the ship is meant to be smaller than a hat'tak?)
Bar.
Thanks! I'll give that a shot. The steps aren't actually meant to be functional, merely cosmetic. You know how the Goa'uld are vain and all. But you are right, they should be atleast a bit smaller. Not so much that you can't see the details though. I'll give it a try. Like I said, it's still in it's infancy and started just because I was messing around.

Quote:
Originally Posted by mJAstro View Post
What program are you using freek? Im sure you mentioned it before but I am so not going to comb through 107 pages to find it. Now, granted I have only worked with Max recently, but 52mb file for that size ship (at least in max) is way way way larger than it should be. My Atlantis for instance, while it isn't complete yet, is pushing 2.5 mil polys and the file is 57 mb. I would suggest doing a wireframe render at high res so you can see any areas that can be reduced in poly size clearly. I mean, there just is no reason for it to take that long to save and load with the way it looks (it looks good just not super high poly looking). When it comes to greebles, you need to be careful not to make them super high poly (i cant tell if they are even high poly from this distance) if you can barely see them from the shots you are going to take. This render for example - if you are planning shots like this then a lot of the greebles dont need to be super high poly. Know what Im saying? Detail is awesome but you gotta do it smart. A wireframe render would definitely allow us to be able to help you more with poly count lowering and other crits. With that being said, I like the design and it looks like you are making good progress.
Well, I'm using Bryce for the program. Yea, Bryce of all things! LOL! I know some of the file size is because of all the custom textures I am using. And I've also modeled, exported and then re-imported the model, (it actually cuts down on unnecessary polys.) The problem is, the program just wasn't designed to be doing this sort of thing, it's a landscape and terrain program and only works in primatives, no actual modeling like in Max or programs like that. Everything has to be Boolean if you want custom shapes. And Bryce only renders in ray tracing, so I can't do a wireframe render. Think of it this way, if Max is the Cadillac of programs, then Bryce is the Yugo of programs. Not sure if you are familiar with Bryce or not. But here is a link to a screenshot of what the interface looks like.

Image:Bryce5screenshot.jpg - Wikipedia, the free encyclopedia
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Old 02-03-2008, 02:01 PM   #4289 (permalink)
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haha ok, fair enough
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Old 02-03-2008, 09:42 PM   #4290 (permalink)
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Leviathan

Hey guys

Nearly done with the Leviathan, think ill do the rest tomorrow... or next we...


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