Author Topic: YOH Bridge Pack & VOY Interior. (ChronowerX_GT & baz1701)  (Read 14976 times)

Offline ChronowerX_GT

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YOH Bridge Pack & VOY Interior. (ChronowerX_GT & baz1701)
« on: July 21, 2008, 02:32:44 PM »
Hi, i've been beta testing the YOH Voyager from the DQP and I really thought that ship deserved a bridge to go with her. So here are some YOH WIP's. I'm going to do about 5 or 6 different versions. All I have to do is add to the previous one. So far i've done day 5, 32 & 65. They still need textures and lighting etc. So it doesn't really look much atm. I used the 3rd Era Intrepid bridge as a base.

The day 5 version only has a little bit of debris modelled in. This version will mainly be a retexture since the bridge was hardly damaged by this stage.

Day 32, as you can see there's more damage to this version. There's broken rails and more debris.

Day 65, you can see that the damage needs to be modelled in by this stage with the fallen debris. Still, lighting and texturing is going to make a huge difference.

I hope to include the version with no viewscreen aswell with just a forcefield in place. So far i've done to the end of part one.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline baz1701

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Re: Year Of Hell Bridge WIP
« Reply #1 on: July 21, 2008, 02:58:21 PM »
looking good so far, can't wait to see it painted.
Whatever knocks us back, can only make us stronger.

Offline Aeries

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Re: Year Of Hell Bridge WIP
« Reply #2 on: July 21, 2008, 03:20:18 PM »
Splendid.

Offline Kirk

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Re: Year Of Hell Bridge WIP
« Reply #3 on: July 21, 2008, 03:23:31 PM »
Agreed, this looks excellent.

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP
« Reply #4 on: July 21, 2008, 03:33:05 PM »
Thanks, the small chunks of debris really up the poly count so I think i'll delete them from day 65 onwards. The big blocks that fell from the ceiling are lower poly!!! However, the small debris won't make much difference on the very damaged versions since the damage doesn't have to be as suttle as day 5 and day 32. Deleting that small chunks should lower the poly count by a couple of thousand.

I need to make the lights and the consoles flicker aswell.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP
« Reply #5 on: July 22, 2008, 11:21:20 AM »
Spent the last hour finishing off the bridge. I've now done days 133,226 and 257 (with no viewscreen). I got the final bridge down to 23k. What do you think? Any suggestions on how I could improve it?


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

intrepid90

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #6 on: July 22, 2008, 12:03:53 PM »
wow, that looks great :)

Offline Aeries

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #7 on: July 22, 2008, 12:28:50 PM »
I'd normally say throw on some more polies and make the damaged components more detailed, and crank up the detailing [since, you know, it's DAMAGE... xD] But because BC has issues with high-poly stuff, I suppose some really crafty textures will do nicely...

Anyways, it looks pretty cool. Can't wait to see what else you can manage. :]

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #8 on: July 22, 2008, 12:29:41 PM »
Thanks, but i'm now stuck. I think I know how to create the UVW maps in Max but I don't know how to apply them. I've done it before but I don't know how.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline Aeries

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #9 on: July 22, 2008, 12:31:23 PM »
I'm a noob to UVW mapping, myself... the most I can do is apply a transparency texture to a plain. Lol. xD

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #10 on: July 22, 2008, 12:40:56 PM »
Lol, all i'm trying to do is apply a texture to one of the consoles but i can't seem to even do that.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline Voyager16

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #11 on: July 22, 2008, 01:35:42 PM »
Nice to see, that your idea is becoming relality! :)

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #12 on: July 22, 2008, 03:27:45 PM »
Well, i got the UVW mapping to work. Does anyone know how to make a gas effect in Max? On Day 4 we see gas flooding the bridge at knee level.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline henrie85

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #13 on: July 22, 2008, 04:23:23 PM »
looks good

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #14 on: July 22, 2008, 04:46:15 PM »
Hey, I really need help texturing this. I've made 5 different bridges but is there any way to transferre the textures from the previous one to the next without UVW mapping?


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline ChronowerX_GT

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Re: Year Of Hell Bridge WIP - Moddeling Finished
« Reply #15 on: July 22, 2008, 05:57:26 PM »
I think i've sussed it out. I've done a little bit of the damage for day 4. The debris is coloured in, the display's exploded, the consoles have static on them and there's a bit of damage above the display. Still need to do lighting. Also i still need the gas and the flickering lights.

For some reason the lines from the UVW maps show through when I click render.

EDIT: You can forget the gas as it isn't there later in the scene.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline Jb06

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This was done extremely fast, but like i said luke over on bcs, ill try help out if you want.

~Jb06

Offline baz1701

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Putting all my work to shame thats for sure.

Keep it up
Whatever knocks us back, can only make us stronger.

Offline ChronowerX_GT

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Thanks, I was wondering if there was any way to just add the debris and damaged consoles on top of the normal bridge using bp core? I know it can swap textures but can it add extra parts to the model?

Btw, those consoles JB look really good.


Having a smoking section in a restaurant is kinda like having a peeing section in a pool...

Offline Voyager16

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Nice, very nice job Luberobin!