Author Topic: JB_Escort Class LOW POLY Project  (Read 2667 times)

Offline JB_Wonderboy

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JB_Escort Class LOW POLY Project
« on: February 22, 2009, 11:18:25 AM »
Hello everybody, I am JB, I was playing SFCII the other day and realised the models where looking dated, and I set out to make my own low poly model of my fav ship the defiant, the plan was to build it using 2 x 512 texture sheets and the model be less than 1000 polys. I wanted to see how good I could make it look at this standard. I have been building models for my own fun for some time, so im not too bad. I have this posted on various forums, and twice now I have been told to post it here as I will get some good feedback from this active community. So here I am.

The model and wrapping is already complete, and im currently playing with textures, I plan on bump mapping the entire ship, then use that bump map for a normal map..  use this as a ref for the diff map, so the end result will be a fake render baked normal map ship with speculars. I have no idea how to normal map yet but I do have the Photoshop Plugin that is excellent. Also it means I will have these maps ready for future releases if games will support the maps.

I got it done in 251 Polys (502 tri's)


Offline Dalek

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Re: JB_Escort Class LOW POLY Project
« Reply #1 on: February 22, 2009, 11:21:32 AM »
Well, you were right about getting good feedback.

THAT IS INCREDIBLE! And only 251 polies? I'm sure we could all learn how to do that...
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline CJLarkin

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Re: JB_Escort Class LOW POLY Project
« Reply #2 on: February 22, 2009, 11:22:17 AM »
Hey, welcome to the forum, Jb.
Very, very nice! This is the sort of modelling SFC should have had to begin with :)

Oh, and can I just say?: "Wonderboy... what is the secret of your power???"
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

Offline JimmyB76

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Re: JB_Escort Class LOW POLY Project
« Reply #3 on: February 22, 2009, 11:28:09 AM »
and then there were 3 JB's lol  (myself, Jb06, and JB_Wonderboy) :P  J and B are popular initials lol

very nice start!  you mentioned bump mapping - while i have zero skills in modeling, i thought BC didnt support bump mapping?
is this a WIP for BC?

Offline JB_Wonderboy

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Re: JB_Escort Class LOW POLY Project
« Reply #4 on: February 22, 2009, 11:34:00 AM »
Thanks for all your praise,

BC does not support bump mapping, or normal mapping but when the model is finished, I will bake the textures, to whatever is the best native format for BC, I have read TGA is popular. (this is a big learning exercise for me in different methods of texturing)

This is a WIP for BC / A2 / BOTF / SFC II & III

Thanks

**edit**

I have just realised the mesh is 502 polys  :shock:  oops

Offline JimmyB76

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Re: JB_Escort Class LOW POLY Project
« Reply #5 on: February 22, 2009, 11:36:57 AM »
BC does not support bump mapping, or normal mapping but when the model is finished, I will bake the textures, to whatever is the best native format for BC, I have read TGA is popular. (this is a big learning exercise for me in different methods of texturing)
awesome!
incidentally, the other JB guy (Jb06) and the crew from his team JL Studios found a way to sort of "fake" it when it comes to bump mapping on ships...  i personally havent got the slightest idea (since i have zero modeling skills lol) or could even possibly describe anything about the process, but im sure theyd be happy to share their insights :)

Offline JB_Wonderboy

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Re: JB_Escort Class LOW POLY Project
« Reply #6 on: February 22, 2009, 11:39:40 AM »
Thanks for the info, that may prove to be usefull

Offline Dalek

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Re: JB_Escort Class LOW POLY Project
« Reply #7 on: February 22, 2009, 11:48:20 AM »
The bumps Jimmy is talking about is has got nothing to do with modelling. It's easily done with something like GIMP or Photoshop. You just press a few buttons, sort your options out an voila! I've attached to pics as an example.
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline JB_Wonderboy

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Re: JB_Escort Class LOW POLY Project
« Reply #8 on: February 22, 2009, 12:41:13 PM »
The bumps Jimmy is talking about is has got nothing to do with modelling. It's easily done with something like GIMP or Photoshop. You just press a few buttons, sort your options out an voila! I've attached to pics as an example.

Thanks I believe this is the technique I am already applying.

Image 1 bumps applied
Image 2 bump map turned off
Image 3 bump map rendered as a jpeg

Please keep in mind this bake was a basic low level one without proper lighting,
and I am simply drawing the bump map at the minute and no the textures.

Thanks


Offline FarShot

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Re: JB_Escort Class LOW POLY Project
« Reply #9 on: February 22, 2009, 02:28:34 PM »
That's beautiful.  Great work.  This is turning out into an interesting WIP.

Offline JB_Wonderboy

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Re: JB_Escort Class LOW POLY Project
« Reply #10 on: February 22, 2009, 03:19:17 PM »
Thanks  :D
Bumps are almost done, just the rear sections to finish, and the impulse engines / bussards. then i need to start shading in the panels of colour on a greyscale for the normal map..   Still not worked that bit out yet  :shock:

I will  8)


Offline FarShot

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Re: JB_Escort Class LOW POLY Project
« Reply #11 on: February 22, 2009, 03:22:06 PM »
Oh, I forgot something.

Cookie  :D

Offline Shino Tenshi

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Re: JB_Escort Class LOW POLY Project
« Reply #12 on: February 22, 2009, 04:24:20 PM »
Another one incoming. ;)

Awesome job. 8)

Offline JB_Wonderboy

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Re: JB_Escort Class LOW POLY Project
« Reply #13 on: February 22, 2009, 05:01:22 PM »
 8) Cool thanks for them cookies

Finally managed to work out the normal maps, so the bump maps have now gone into the bin  :) The next render is a normal map render, so it would react to lighting 100% granted i need to tone it down say 20% and the panelling is yet to be shaded as per the hull, but normal maps really do rock, hence the gaming  industry & community  now use them as standard i suppose.. even this 500 poly defiant looks not too bad, all because of normal maps  8)  Yummy


Offline ACES_HIGH

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Re: JB_Escort Class LOW POLY Project
« Reply #14 on: February 22, 2009, 05:08:39 PM »
cookie for managing to do that model in about a tenth the polys as most BC ships

Offline MarkyD

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Re: JB_Escort Class LOW POLY Project
« Reply #15 on: February 23, 2009, 07:56:32 AM »
Nice work there mate, I was playing around with normal maps and baking a few months ago, once it is finished, and applied with a spec map and diff map, the results can be hugely impressive. Its a shame that BC does not support it, but once you have the diff map and spec maps done, Im certain this will still look awsome for a 502 poly defiant.

Offline Aeries

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Re: JB_Escort Class LOW POLY Project
« Reply #16 on: February 23, 2009, 07:40:54 PM »
Hmm. perfect for colossal-scale fleet battles.

MikeA

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Re: JB_Escort Class LOW POLY Project
« Reply #17 on: February 23, 2009, 09:35:44 PM »
This is brilliant!  You have to share your secrets, this could open up whole new fleet battles in BC.. outstanding!

Offline Villain

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Re: JB_Escort Class LOW POLY Project
« Reply #18 on: February 24, 2009, 10:35:07 AM »
This is brilliant!  You have to share your secrets, this could open up whole new fleet battles in BC.. outstanding!

Hmm. perfect for colossal-scale fleet battles.

IIRC, the armada mod was going to do this also. But yeah, very impressive.


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Offline JerichoKru

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Re: JB_Escort Class LOW POLY Project
« Reply #19 on: February 24, 2009, 11:11:06 AM »
I have just realized the mesh is 502 polys  :shock:  oops

That's still very low for so much detail.  :shock:
~ [UFP]JerichoKru