Author Topic: W40k Lunar Class Imperial Cruiser [Mesh complete](finally!)  (Read 20238 times)

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 11.10pm GMT 11/6]
« Reply #40 on: June 16, 2007, 08:12:35 AM »
small update.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 1pm GMT 16/6]
« Reply #41 on: June 16, 2007, 02:39:36 PM »
Another update. I'm moving onto the main superstructure now.

Also, some thoughs about armanents if I were to HP it.

The sheilds recharge very fast, and are capable of withstanding a bombardment by four lances simultaneously without much trouble. Five will drop the shields. This will be achieved through high recharge rates.

The gun batteries will fire bolts as damaging as a lance strike, but eight or so times as fast. They'll miss most of the time at long range, making them less powerful than lances, and hit more frequently than lances at short range, making them more powerful.
This will make it very difficult for one ship to damage another of the same class except at point blank range.

Once the shields are overwhelmed, the ship will be very vulnerable to. One hit from a Lance or Gun Battery will disable a system, a second will destroy it. It will only take about 30 hits to destroy a ship with no shields.

If a ship with its shields down gets out of the line of fire, its shields will be restored pretty immediately.

The sort of Starfleet firepower required to down a shield would be of the order of ten quantum torpedos simultaneously. The Lunar class would then only be vulnerable for a short period of time before restoring its shields.

The strength of a Lance would be equivalent to two quantum torpedos, and much more rapid firing.

A Lunar class has next to zero rear firepower, and handles like a Super Star Destroyer, but Imperial doctrine is to field them in pairs or more at least.

That would provide a very toned down version of the sort of combat found in the table top game Battlefleet Gothic, but I think it work quite well for BC. (assuming BC can cope with 45k polygons per ship). Given that it would probably take 60 quantum torpedos to destroy not counting the ones neccessary to lower the shields, it could probably take on a fleet of 15 sovys and win.

I'm going to have to make some Cobra Destroyers now, they're about warbird sized, would be a better match for a sovy or two.

Offline cpthooker

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #42 on: June 21, 2007, 05:40:55 PM »
looks great :)

'As a matter of cosmic history, it has always been easier to destroy, than to create.'
Capt Spock - The Wrath of Khan

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Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #43 on: June 21, 2007, 05:43:06 PM »
Thanks!

This project is currently on a break whilst I get my coursework finished, updates should resume next week.

Offline Tuskin38

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #44 on: June 23, 2007, 10:04:58 AM »
She looks awesome. How big is she compared to a Super Star Destroyer, I'd say 5 of her could fit in the length of the SSD.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #45 on: June 24, 2007, 07:16:07 AM »
An Executor class SSD is 19km long, so just under five times longer than a Lunar class cruiser at 4km long, itself 2 and a half times longer than an ISD.

A Battleship is 7.5km long, which makes the Executor 2.5 times larger than the Imperial Navy's biggest, but Imperial Navy makes up for it with weight of numbers and shield and weapon tech.

Offline cordanilus

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Re: W40k Lunar Class Imperial Cruiser [updated 11.10pm GMT 11/6]
« Reply #46 on: June 25, 2007, 10:12:50 AM »
Quote
I think that this model is going to be far above what BC can handle

I don't know, you could load it up but maybe not too many ships going with it.  I put together a model with 59,000 polies and bc handles it ok (I think milkshapes limit is 62,556 polies).

A dozen (avg poly 5000) ships can add up the poly count though.

That's one nice looking ship you got there.  Awesome.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #47 on: June 25, 2007, 10:35:17 AM »
I've resumed work, so there should be an update later today.

Edit: Had a crash and lost the changes I'd made. Update postponed till tomorrow.

Offline Nighthawk

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #48 on: June 25, 2007, 03:52:49 PM »
heads up:
do NOT export to .3ds unless you are sure your mesh is continuous. in other words, the vertices are snapped to some kind of grid, so the mesh doesn't have gaps.
dont use Milkshape for conversion, it will mess the mesh up. use NifSkope, instead. if you export to .obj, export by parts and merge everything in Nifskope. if you export the whole model to .obj and splitted in groups, you'll lose the grouping.
NifSkope can be tricky, but it's way better than Milkshape for big models (polygon wise).
let's hope the Niftools team complete Nifskope's code for BC so we can import and export without having to set it up.

Offline Legacy

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #49 on: June 25, 2007, 06:32:28 PM »
BC? Sorry, but for what i know, this is CGI not ingame.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #50 on: June 25, 2007, 07:49:33 PM »
I'm very careful these days about making sure that the polys all join to each other properly, and that there are no polygons with more than 4 points. Legacy probably remembers how messy my Y-wing was, but since then (4+ years ago?) my meshes have become as neat and clean as I can make them.

I do this by checking the point statistics. Any point that is connected to 2 or fewer polygons probably borders a polygon that isn't connected properly. This eliminates the vast majority of errors.
The second round of testing involves transforming the whole model using metanurbs. If a polygon isn't connected properly it will open a sizeable gap even if the original offset is miniscule, making spotting mesh errors much easier.

I reduce polygons with >4 points using the tripple tool and then merging any sensible triangles into 4 sided polys.

For the moment this is CGI. I'm not convinced BC will be able to handle it.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #51 on: June 26, 2007, 06:38:28 AM »
Update. I've started on the core and wings as I tend to think of them.

Polycount just hit 17k. I'm revising my initial estimate of the final polycount downwards.
30k estimated total.

Offline Legacy

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #52 on: June 26, 2007, 07:57:43 AM »
This thing looks amazing.
Can't wait to see it under propper lighting.

Offline DJ Curtis

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #53 on: June 26, 2007, 10:57:06 AM »
cool.  the detail on this is just amazing.

Offline Nighthawk

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Re: W40k Lunar Class Imperial Cruiser [updated 7pm GMT 16/6]
« Reply #54 on: June 26, 2007, 11:41:10 AM »
BC? Sorry, but for what i know, this is CGI not ingame.

IF he's gonna port it.
cool.  the detail on this is just amazing.
agreed.
I personally want something like this on BC. for fun, to blast it out with a volley of pulses, and see the parts blown away in pieces

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #55 on: June 26, 2007, 12:26:06 PM »
I personally want something like this on BC. for fun, to blast it out with a volley of pulses, and see the parts blown away in pieces

You realise that this ship is a BEAST, and if it were ported to BC without being toned down it could one-shot a Sovereign using only one of its many weapon systems, and survive a bombardment of ten quantum torpedos a second indefinitely.  :twisted:

Updates pending, been working on the wings a bit.

Offline Nighthawk

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #56 on: June 26, 2007, 01:14:36 PM »
You realise that this ship is a BEAST, and if it were ported to BC without being toned down it could one-shot a Sovereign using only one of its many weapon systems, and survive a bombardment of ten quantum torpedos a second indefinitely.

yeah, a challenge! bring it on!!! :P

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #57 on: June 27, 2007, 04:15:18 AM »
A small update.
Poly count hasn't increased substantially since the last one, but I've got a lot of >4 sided polys I need to break down that will up the count a lot.
Basically this is just showing off the detailing on the wings. There's still a bit more to do on them. After I've done that I'll finish off the keel.

These pics show how I model one half and then mirror it. The wings however aren't entirely symetrical. I'm doing the bits that are before adding the non-symetrical sensor probes.

Offline RCgothic

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #58 on: June 27, 2007, 04:26:17 AM »
Also, I've just figured out how to rail extrude, which is going to make doing the pipes in the engine area much easier.

Offline DJ Curtis

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Re: W40k Lunar Class Imperial Cruiser [updated 11.40am GMT 26/6]
« Reply #59 on: June 27, 2007, 04:36:19 AM »
crazy man.  good idea about modeling the symmetrical parts first.