Author Topic: USS Relativity bridge  (Read 19321 times)

Offline Excal_Luke

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USS Relativity bridge
« on: October 24, 2007, 04:25:30 PM »
Hi, For the last couple of weeks or so ive been working on the Wells class bridge, and basically the lack of reference shots is making it difficult.
So far ive managed to do what i can, which i think is quite alot, however i'd like to humbly ask if anyone could find me some reference shots of maily the roof or back compartment/ back area of the bridge, i'd much appriciate it.
Ive looked on google everywhere, and from what ive found, ive constructed this.:

PICS REMOVED SEE BELOW

This bridge has been a nightmare, and ive probably scrapped and restarted it 3 or 4 times now.
Critisism welcome, and yes i know that the viewscreen is a bit big, and yes i know that there are some lights not positioned correctly.

Offline cor

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Re: Wells class WIP
« Reply #1 on: October 24, 2007, 04:30:45 PM »
It may not be much, but will this help - http://www.st-spike.org/images/interiors/relativity_bridge.jpg ?


Offline newman

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Re: Wells class WIP
« Reply #3 on: October 24, 2007, 06:24:58 PM »
Interesting, it would be nice to have the relativity's bridge in-game. Just a small suggestion at this point - you said that some
of the lights aren't positioned correctly; you can worry about light setup and lightmapping later, but you really should try to
make the ambient lighting in the renders a bit more intensive, these pics are a little dark.

Offline cpthooker

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Re: Wells class WIP
« Reply #4 on: October 25, 2007, 05:01:58 AM »
Interesting, it would be nice to have the relativity's bridge in-game. Just a small suggestion at this point - you said that some
of the lights aren't positioned correctly; you can worry about light setup and lightmapping later, but you really should try to
make the ambient lighting in the renders a bit more intensive, these pics are a little dark.
I agree, either remove the lights or have the bright enough for people to see. I would suggest to worry about lighting after the model/textures are done. I was going to say what this bridge was from, but after the later post I realised it was that future ship from Voyager. What is the current poly count?

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Offline newman

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Re: Wells class WIP
« Reply #5 on: October 25, 2007, 06:10:10 AM »
Yep, either default lighting for now, or maybe white skylight with 1,0 strength - this would make it more visible while adding ambient occlusion, that's always nice for quick presentation purposes.

Offline Excal_Luke

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Re: Wells class WIP
« Reply #6 on: October 28, 2007, 02:29:19 PM »
Thats pleanty of reference pics - thanks all!? :D
Ive been at it all day and this is the outcome:
Its at a staggering 23 polies and 28 tris. :shock:
Ive made it lighter aswell




enjoy

Offline Sean

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Re: Wells class WIP
« Reply #7 on: October 28, 2007, 04:02:40 PM »
Its at a staggering 23 polies and 28 tris. :shock:
looks good... but

im assuming by 23 polys u mean 23k polys.... in any case that bridge could run on some computers but deffo not the majority.... try cutting out some details as some stuff can be done with textures

Offline cpthooker

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Re: Wells class WIP
« Reply #8 on: October 29, 2007, 02:08:00 AM »
Looks nice, what did the computer displays look like? (LCARS) I couldn't remember

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Offline newman

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Re: Wells class WIP
« Reply #9 on: October 29, 2007, 04:44:50 AM »
Nice job, can't wait to see it textured!

matt: check out darkthunder's links, they're screenshots which will give you an idea what the relativity's lcars panels look like.

Offline Rob Archer

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Re: Wells class WIP
« Reply #10 on: October 29, 2007, 10:05:19 AM »
I think this might help a bit...

http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm

you should see what i mean near the bottom of the page

Offline Legacy

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Re: Wells class WIP
« Reply #11 on: October 29, 2007, 10:50:24 AM »
I think this might help a bit...

http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm

you should see what i mean near the bottom of the page


Beware with where you get panels these days, and about credits.
Everyone here remembers Ralat's junk all around the forums.

Offline Nighthawk

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Re: Wells class WIP
« Reply #12 on: October 29, 2007, 11:09:59 AM »
I think this might help a bit...
http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm
you should see what i mean near the bottom of the page
hey, good finding!
that will come handy for many projects.

now, on the main subject: consider deleting those faces that are not seen, like those blocks in the ceiling lamp, or the back of the walls.
also, instead of making a curve with many polygons to look smooth, use as few as possible and then mask the lack of faces with smoothing groups and lighting.

Offline newman

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Re: Wells class WIP
« Reply #13 on: October 30, 2007, 05:56:44 AM »
Great find, this will surely come in handy!
As for optimization, if you need advice, render a few wire shots and we'll see what can be optimized.

Offline cpthooker

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Re: Wells class WIP
« Reply #14 on: October 30, 2007, 07:00:12 AM »
I will certainly give tips for that as well as I had to optimize the mantis bridge

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Offline Nighthawk

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Re: Wells class WIP
« Reply #15 on: October 30, 2007, 10:08:15 AM »
As for optimization, if you need advice, render a few wire shots and we'll see what can be optimized.
agreed.
but not a wire pic, a flat-shaded with overlayed wireframe could do. increase the ambience light a bit when you render it.

Offline Excal_Luke

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Re: Wells class WIP
« Reply #16 on: October 30, 2007, 03:14:29 PM »
ok, ill give you some wire shots next time i can, but for now, i've started texturing, im thinking about restarting texturing because ive got textures in different formats all over the place, however, this is what ive done:
I cant find any pictures of the roof, so ive textured it how i think is may look like, but its still not final
And ive manages to get the poly count to 18,837

Offline Sean

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Re: Wells class WIP
« Reply #17 on: October 30, 2007, 03:26:25 PM »
its looking reallly good but you really need to sort out the poly count... look for a limit of around 12K otherwise this baby is gonna struggle if u need a hand decreasing the PC send us the mesh over msn and ill take a look at it :)

seanabooth@hotmail.com

Offline Mark

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Re: Wells class WIP
« Reply #18 on: October 30, 2007, 05:08:22 PM »
Nice work, but as you should listen to Sean about the poly count; the intrepid v3 in KM1.0 is about 18k and i have had complaints about lag.

Offline newman

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Re: Wells class WIP
« Reply #19 on: October 30, 2007, 05:12:58 PM »
Looks great. But I bet you could shave of 3-4000 tris without losing much of the visual quality.
I built the entire runabout interior, not just the cockpit but the entire craft, and it's around 13,000 tris
without looking like it's from a 1995 game :)
It can be done. Those wires should really help us help you optimize.