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BC Forums => BC Modding => Topic started by: AllotoniFan on June 26, 2013, 11:00:18 AM

Title: Halo Ships Forge 2.0
Post by: AllotoniFan on June 26, 2013, 11:00:18 AM
I Am Back! And to give a hand to the admins i?ve decided not to make necroposting and created a new thread for the Halo Universe ships.
Starting with the Halo 3/Reach Charon-class Frigate.

Polycount still very low, at nice 560 polys...target is 8k to 10k without much detailing or 10k to 20k with a lot of detaling.
(http://i1270.photobucket.com/albums/jj612/AllotoniFan/Untitled-2_zps642853c4.jpg)
Title: Re: Halo Ships Forge 2.0
Post by: WileyCoyote on June 26, 2013, 11:14:47 AM
Quote
target is 8k to 10k without much detailing or 10k to 20k with a lot of detaling.
Go for a target around 15-20k. Today, meshes for BC tend to be in this amount of polies. Unless you are able to fake a lot of detailing in the textures.
Title: Re: Halo Ships Forge 2.0
Post by: AllotoniFan on June 26, 2013, 11:20:11 AM
I don?t have alot experience with texturing, despite having made personal texture mods for Skyrim, guess 15k to 20k it is then...
Title: Re: Halo Ships Forge 2.0
Post by: King Class Scout on June 26, 2013, 12:48:46 PM
Wiley has a point.  even my senile old built-in graphics card could handle up to 45-50k polies as long as the texture resolution wasn't too high.
Title: Re: Halo Ships Forge 2.0
Post by: moed on June 26, 2013, 02:34:21 PM
Wiley has a point.  even my senile old built-in graphics card could handle up to 45-50k polies as long as the texture resolution wasn't too high.

Hey KCS, what are your system specs, I might just have something that would most likely greatly improve the graphics on your PC.

Apologies in advance for the slight divergence of the thread subject.
Title: Re: Halo Ships Forge 2.0
Post by: Nighthawk on June 26, 2013, 02:37:46 PM
Wiley has a point.  even my senile old built-in graphics card could handle up to 45-50k polies as long as the texture resolution wasn't too high.

textures is the main chokepoint for graphic cards.... specially since this game processes TGAs which have 4 channels per pixel (5 if you count speculars)

I ran BC on an old 8Mb Diamond card, one of the early designs for the PCI bus, back when it was first introduced..... it rendered the geometry, but not the alpha channels... torpedoes and phasers appeared only as a coloured square lol

Title: Re: Halo Ships Forge 2.0
Post by: AllotoniFan on July 01, 2013, 09:46:51 PM
Small Update: Started the bottom part and added tiny details to the upper part.....i think i can get this finished by end of the week.

(http://i1270.photobucket.com/albums/jj612/AllotoniFan/Untitled-2_zpse5fd8c3e.jpg)
Title: Re: Halo Ships Forge 2.0
Post by: AllotoniFan on July 15, 2013, 03:19:05 PM
More detail added, this time it?s the escape pods and few other parts...poly count maintaining itself around 4800 polys
(http://i1270.photobucket.com/albums/jj612/AllotoniFan/Untitled-2_zps36ad8d68.jpg)
Title: Re: Halo Ships Forge 2.0
Post by: AllotoniFan on July 19, 2013, 02:26:25 PM
Pods done, though there are a couple of maintenance doors to do. Finished doing basic body on the Cargo Bay, with initial detail added, more to come.
(http://i1270.photobucket.com/albums/jj612/AllotoniFan/Untitled-2_zps0ffecc0f.jpg)
Title: Re: Halo Ships Forge 2.0
Post by: ShaunKL on July 19, 2013, 10:35:08 PM
Looking good so far.  It feels to me like it leans more towards the Paris-class(Reach version).