Author Topic: Stuff I've been working on.. New Sovereign, among other things  (Read 19882 times)

Offline furswift

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Good lord. I was always completely happy with your Sovereign, but this just looks amazing. Cookie for you as soon as I am able. :bow:

Offline Nihilus

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Pasting the reference pics directly to the ship piece by piece sure would establish authenticity lol.  Right now she looks astounding. 

Offline Bren

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Since noone stepped up to the mark:

[size=20]OOH![/size]
Alright BCcentral... the ball's in your court now :p

That's friggin' gorgeous. I'm very drawn to those nacelles, particularly the bussard housings!
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Offline Villain

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So... We could have two NEW Sovereigns in the future? WC Sov and CG Sov 3 side by side? I sense a family photo coming on!


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Chronocidal Guy

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Well, after the work I've been doing, I might be better off finishing this model as a high detail one, and tweaking the old 2.0 to match it better... I've already hit 10k polys on just the upper saucer and bridge : :banghead:

I can still revise it later of course, but the way I'm making this thing, it's gonna go really high in detail.  I dunno how much people want to tolerate in polycount for details like the escape pods, but those don't even add that much.

Anywho, here's the progress on the new model.  If this gets too high to be reasonable, I'll go tweak my 2.0 to match it, and work on that instead I think.

Offline bankruptstudios

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I would love to have a high poly Sovy. Alot of the work i'm doing in BC is to make a fan comic, but i also may ues Max or Daz for control, combat and glamor shots.I don't want to use thous insaine one's on sci fi mesh, but if you get one out, i'm all for it. And your idea about using the studio render for the textures, would be sweet.
 


Offline FarShot

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A whole lot of people use your Sov for renders in Max and such.  I wouldn't be too worried about the poly count.  Those people would probably appreciate it.

Offline Centurus

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FarShot is right.  I've used your model as well for rendering, since I don't pilot much these days.

Those Sovvie engines must be a pain in the ass to make.  At least they were for me, and I still didn't get them quite right.

Offline genty

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I wouldn't mind having a high poly model, i've actually had ones over 100,000 polies in game before with no problems. Looking forward to seeing more.

Offline Dawg81

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well CG i wouldnt worry too much about keeping the polycount down we have some ships that are like 30-40K such as lints klingon and Dom BB ships and a certain excelsior class but i forgot who did that one and with GPUs getting cheaper most likely just about everyone can handle another high poly ship

Offline moed

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Don't even worry about the 2.0. Finish this one as perfectly as you want... high polys and all.

milenent

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Wow, amazing. This is going to be the next gen sovereign. I would really like to see separating sovereign in 4 parts: Saucer, Stardrive, Capitan's Yacht and Escape pods.  :yay:

Offline JimmyB76

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i've actually had ones over 100,000 polies in game before with no problems.
high polys and all.
well CG i wouldnt worry too much about keeping the polycount down we have some ships that are like 30-40K such as lints klingon and Dom BB ships and a certain excelsior class but i forgot who did that one and with GPUs getting cheaper most likely just about everyone can handle another high poly ship
Lint's ships had damaging issues, unfortunately he never did fix that...  alot of the time, very high poly ships do...
also guys - not everyone does have a great computer to handle ultra-high poly ships...  while years ago, 20k polies was considered "high" and nowadays moreso "normal", it doesnt mean to go crazy with the count lol
also, keep in mind alot of people like to play fleet battles and many high poly ships at once does bring the gameplay to a slideshow...
granted, the texture sizes to have alot to do with gameplay also; but i think the trick is to keep everything as low as possible, while making it look awesome at the same time...

Offline Kirk

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From another topic:
because BC's engine doesn't render shadows and does a poor job of lighting in general. Adding more modeled details on such a small scale will only serve to make these issues more noticeable. In a better engine I'd say go for it, but not in Bridge Commander.

Offline Nihilus

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I don't have a problem with high poly models.  And as the Sovereign is my favorite ship I say go for it :D.  If the pods take up a lot of space, you can just texture them.  I mean there are more pods to add to the bottom of the saucer and part of the Stardrive.  Seems like they'd add up after a while.

Offline Chronocidal Guy

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Well the biggest issue is like I said, unless you have uber crazy antialiasing on, those little raised pods will only add nasty jaggies around their edges at anything but extremely close range.  I could add them only to a close-up LOD, but I'll have to see.  My only real motivation in modeling them was that I could assign them all a tiny relatively high-res texture, and make it so you can actually see the markings on them up close. :)  They aren't that polygon intensive really, only 16 triangles a piece, but those add up fast, and the model's already going towards 30k+ easy.

The issue I see right now is that my current 2.0 mesh is already 25k.  If computers can handle that these days, I might stick with that, and then release the other as a mid-range model for rendering.  

What I have started doing is seriously re-working the 2.0 mesh as well to make it line up with the rendered schematics.  That'll let me keep the original mesh structure, which is really a rather sparse mesh spruced up with lots of chamfers around the edges.  Once I re-arrange the saucer correctly, I'll show you a comparison of the wireframes, and it should make it clear why I think this new approach I was considering might be way too detailed for BC.

Offline serverandenforcer

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Just as an FYI, the combat sim Black Shark has an apache model that is over 36K poly.  So I think you're ok.

Offline Chronocidal Guy

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lol.  Honestly, I'm right at home in high-poly land.. MS Flight Sim X can handle 100k+ easily, and I've built stuff in the 50k-75k range for earlier flight sims. 

Flight sims though, on the whole, are a bad representation of how detailed a model you can deal with, unless you're talking about fast-action large scale dogfight sims.  Sims that focus on a single plane for the majority of the simulation aren't going to break a sweat with a 100k model, just because compared to all that ground scenery, the plane itself is a drop in the bucket. 

Stuff like BC runs high detail stuff fine, as long as you're content to leave the camera in fly-by mode, and watch the game like a screensaver.  But get into serious combat, and all those polygons will seriously bog down the game when they get damaged.

My preliminary target for a usable BC model is around 20k.  I'm holding off on the uber detail model at the moment, and working over the 2.0 model into a sort of 2.5. :funny I've rebuilt a ton of the original structure, and resized a good number of things to match the CGI model, and it's just about spot on now.  I'll post some renders up tomorrow. 

The majority of the model is done, I just need to tweak or rebuild the nacelles to be accurate to the renders.  All told, the main mesh is around 11k, which includes the saucer, hull, and pylons.  The nacelles should be a few thousand each, and then I'll tack on the little detailed bits like the phasers and the yacht (which is already done btw, I built it long ago).

Offline Nihilus

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I definitely look forward to seeing what you have done CG.  I have a feeling it's going to be awesome.

Offline Bren

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Lint's ships run fine on my mum's 1.5ghz cpu, intel integrated GPU, built in 2004 pos.

But that's because BC gargles polies like some kind of giant poly gargling Star Trek-based flight-sim computer program. Lint's textures are like 1px X 1px (citation needed), so the game chomps down those models no problem.

A similar polycount model with a 2048x2048 texture is a different story.

And, as CG said, the damaging causes slowdown the higher the damage resolution and poly count are.
"The sky calls to us, if we do not destroy ourselves, we will, one day, venture to the stars." - Carl Sagan

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