Bridge Commander Central
BC Forums => BC Modding => Topic started by: MarkyD on August 21, 2010, 11:53:53 AM
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Currently on a course down in the south of England, basically a digial communications course to help with the next up coming tour, and whilst chilling out in the evenings decided to start work on a runabout.
LATEST IMAGE :evil:
See Final Page
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sweet idea Marky we only have like 1 or 2 models very low res will u be doing both danube class variants aka sensor rollbar
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Definately Nick.
I have been looking to start a model that was needed, just to give me summat to do whilst im on this course and the runabout seemed like it needed doing with a fair few polies and nice textures so we shall se where i go with it.
Thanks mate.
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off topic - i like your avvy, marky lol
in that pic, it looks like youre about to say "dude im really busy right now, i honestly dont care what your bullshit drama is all about, find me later" lol :D
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Lol,
Nice one Jimmy, to be honest in that pic, your not that far off the mark, the truck behind you see with all the water was one of 15 trucks we were escorting to ANP (Afghan National Police) locations. And the moment that picture was taken was whilst our Force Commander was telling us we had to drive through 3 Taliban strongholds as all other routes had definately been IED (Improvised Explosice Device) layed already and where too risky. Anyway as you can see i got back in my turret, and on that particular operation we had no issues :thumbsup:
:evil:
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I'll keep posting step by step shots as I am doing them.
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Awesome! Been waiting to see a new runabout get done for quite some time!
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Ooo, this is looking good so far. 9thDawg is right, it is about time we had a new runabout model, I'm sure you'll do it justice.
Anyway as you can see i got back in my turret
Ya look quite happy in that turret there :funny [/offtopic]
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Thanks Toa_Kaita,
rest assured this mesh will be very detailed an accurate to the studio model, im just trying to keep the polies down and thats proving to be an issue at the minute ;)
Currently 4k Polies and around 7k triangles :eek Ouch.. well i will keep going and see where i end up and work from there, Id like a really detailed BC version of say 12k which is a bit much for a ship of this size but hey.. there ya go. :)
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none of us care. we want a great looking danube class will u be modeling in the micro torp launchers and phaser arrays/emitters?
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Currently 4k Polies and around 7k triangles :eek Ouch.. well i will keep going and see where i end up and work from there, Id like a really detailed BC version of say 12k which is a bit much for a ship of this size but hey.. there ya go. :)
none of us care. we want a great looking danube
:yeahthat:
keep in mind also - a danube class is meant to have many others around it, so keeping things as low as possible would be best for large battle scenarios where there would be at least a few of them...
obviously for a whole starship, many polies and such detail are better; but for small craft like this, id say dont get to worried about extreme details and thus extra time going deeply into it to make it as perfect as possible...
keep the extreme nitpicking perfectness for a large starship than can launch these danubes in critical moments or whatever lol :P
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On the other hand, having a choice of the Runabouts we have and one to go with the bridge (When Lurok gets back) would be neat. If you get what I mean, of course. Either way, looks to be shaping up nicely.
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On the other hand, having a choice of the Runabouts we have and one to go with the bridge (When Lurok gets back) would be neat. If you get what I mean, of course. Either way, looks to be shaping up nicely.
Thanks Villan, I dont play BC but that sounds cool, can you explain further?
Ooo, this is looking good so far. 9thDawg is right, it is about time we had a new runabout model, I'm sure you'll do it justice.
Ya look quite happy in that turret there :funny [/offtopic]
Thanks mate
none of us care. we want a great looking danube class will u be modeling in the micro torp launchers and phaser arrays/emitters?
Can you point them out Nick? Cheers Buddy.
:yeahthat:
keep in mind also - a danube class is meant to have many others around it, so keeping things as low as possible would be best for large battle scenarios where there would be at least a few of them...
obviously for a whole starship, many polies and such detail are better; but for small craft like this, id say dont get to worried about extreme details and thus extra time going deeply into it to make it as perfect as possible...
keep the extreme nitpicking perfectness for a large starship than can launch these danubes in critical moments or whatever lol :P
Not doubting that Jimmy, If your going to model for any game you have to always be aware of the limitations etc, the plan is to make it high poly but workable, and even then never over 20k. and then.... breath, lol... i will see what i can do with the poly count for a BC version, and hopefully Dalek if he is still around will convert... either that or i will have to try again :hithead:
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20k polygons for a shuttle sized around 20-30 meters? Not even the large-scale 6-700 meter starships have that many polygons (for the most part).
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20k polygons for a shuttle sized around 20-30 meters? Not even the large-scale 6-700 meter starships have that many polygons (for the most part).
Quite true mate,
It sits at 8k triangles 4.8k polies at the minute. I have not even started to clean the empty areas etc, but I would like to detail and clean as I go... I'll keep it as low as possible..
Whats the limit on the ship of this size you reckon (not to start a poly thread again lol) 12k ????
I am thinking 12k with current specs etc on PC's, and say 2 x 2048 maps.. yummy :)
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Looking real nice marky! I've always loved the design and role of runabouts.
I too like your avvy. Thank you for your service mate!
Cookie.
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Marky the windows look crooked is it a distorted render?
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i will see what i can do with the poly count for a BC version, and hopefully Dalek if he is still around will convert... either that or i will have to try again :hithead:
Don't worry, I'm still kicking. And I've got Max back so I can do conversions again. :)
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Well, I meant in the sense that the option to have the protagonist ship (Player ship) stand out with stunning detail would be good. Like others have said the bigger ships have a nice amount, shuttles that got that kind of treatment would then be more likely to get some attention/playtime, y'know? Then there are the screenshot possibilities and all of that junk.
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Can you point them out Nick? Cheers Buddy.
I found this LCARS blueprint (http://www.cygnus-x1.net/links/lcars/blueprints/lcars24-sheet-2.jpg)
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Marky the windows look crooked is it a distorted render?
I think it's simply the perspective, I'm not sure, but I think the forward windows on the Danube class (and thus the render), aren't completely flat, they have an angle about a third of thew way down.
Brilliant stuff so far, can't wait to see how this turns out!
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Nick,
majormagna is correct, the windows have a fold in them and they are not flat mate.
Dalek,
Nice to know matey :-) you gonna start building stuff again too??
I will keep building the model and keep the detail up, and smooth it out, i will spend allot of time refining the mesh to the best of my abilties afterward to ge the poly count down. I will also release with various texture sizes etc
Thanks guys.
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Ok i just realized something..... Does anyone know of a micro torp or photonic missle script that has been made already???
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Ok, so I have been not happy with the runabout for the past 3 hours not being able to fully work out what was wrong, then worked out I had tapered the front far too much so the whole shape then had a knock on effect, for the windows etc at the front.. (mabey Dawg spotted summat.. good nose dawg) spent a an hour sorting that, and now I am happy to progress with the rest of the mesh.
This will happen when your eyballing a single picture of the model form the series :P
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Coming along great so far :)
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Thanks nero.
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awesome marky! :D
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Now that is art.
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Now that is art.
awesome marky! :D
Thanks Fellas, tyring to get as much done as I can tonight, as I need to leave on sat to go on a course for communications etc etc (afghan :hithead:) urgh :idk:
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I think im I am now happy with the shape of the head :)
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Possibly the last tonight.. Im kinda FU**ED :evil:
good night all :P
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Wow just...well wow...looking great brawd...keep up the good work :bow:
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OMG i want this just for its detail....if only the bridge sets were released......
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Thanks fellas,
Currently away on course, but managed to squeze a few hours on her this eve.
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now that looks sweet
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Can't wate :thumbsup: cookie :thumbsup:
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sweetness!
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Thanks for the comments fellas.
I have been so busy lately and it's not going to change any time soon.. but I have been working on her when I have had the chance, I have mainly concentrated on cleaning up the model (allot) and smoothing her out as you can see. She did weigh in at 8.5k polies she now sits at a healthy 3.5k polies. I still have more cleaning to do and more detail to add, but I cannot see the poly count going over 5k as a finished mesh. I am enjoying this one so I intend to finish her. I will probably use the name U.S.S PROPHET or summat like that, like a special edition runabout to celibrate the first ship through the wormhole or summat..
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Looks beautiful!
Cookie
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Thanks 'Moed.'
Been busy for the past few weeks, training ready for Kenya which is our first training package prior to our next 9 month deployment to Afghan, but I have a few hours tonight, so work commences on the "Rio Grande"
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Here is a comparrison with the studio model that was sold in "Christies Auction!"
I was not going to show this, i was making it for a comparrison for myself but I liked it so I am sharing.
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The comparison isn't 100%, but it pretty close :thumbsup:
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Looks great Mark!
Cookie
~Jb
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Looks great Mark!
Cookie
~Jb
Thanks JB very much appreciated.
The comparison isn't 100%, but it pretty close :thumbsup:
Thanks Jules mate, its been hard eyeballing the whole thing as for such a popular ship there is a massive lack of ref's..
I have now rounded off the circular bit on top (Impulse related???) and the windows too.. rear windows cut in and the rear has been adjusted to show the cuts of each layer (deck) that were not there before.
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Vey impresive Mark.
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Thanks Jules mate, its been hard eyeballing the whole thing as for such a popular ship there is a massive lack of ref's..
Here ya go mate :)
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Here ya go mate :)
Thanks Jules, amended those pieces a little, and also finished detailling the rear.
Vey impresive Mark.
Thanks matey, very much appreciated.
So I have no idea what to do next.. the front side of the impulse housing and rear.. the bits under the arc, are so un referenced and i want to get it right.. also no refs of the underside bar the necelles... :mad:
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Excellent work Marky!
Here is another section that you might want to consider tweaking.
Notice how the studio model has one section of the rear nacelle spar a bit longer than the other. Yours is pretty much 50/50 even.
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Nice work! Also, a very important reminder--- back up your project files, knowing what happened with your Pasteur ship.
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markyd, your model has an awesome details and its very beautiful!!! :bow:
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Always loved the runabouts. Good job, Marky.
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Bussard collector. The studio model is a bit more rounded out. Yours is more like a rounded rectangle.
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In fact, it looks as though the entire body of the nacelle is a bit more rounded... if you wanna go that deep. Looks pretty good already.
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Thanks DJ,
and thanks fellas, I appreciate all the input and corrections. Some I will be doing when I next get time on her, some I cannot as it would undertake such an overhaul it would probably deflate me at this point.
Thanks alot.
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looks fantastic, also there is a small difference between the end of the warpnacelle and that of the model.
Superb work!
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Looks awesome so far!
suggestion. take a look at the pylons and the nacelles again, and try to thicken the connection between the two. it seems the pylons are still a bit thin.
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Good to see more stuff from ya Markyd. :]
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looks fantastic, also there is a small difference between the end of the warpnacelle and that of the model.
Superb work!
Yeah, the model nacelle is just a touch shorter than the mesh you built's nacelle. Superb work, though.
Also, the phaser winglets are a bit larger on the physical model, and the curvature of the pylon is less smooth, evidenced by the conduit with the squares on it visible in the rectanglar holes running down to the nacelle.
Last thing I spotted is the bend in the cockpit windows, it's less centre-lined than your model... attaching a pic...
If we're nitpicking too much, just murder us a little.
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Thanks alot guys, nice to see you Aeries mate.
Your input is very much appreciated fellas.. I am currently making amendments that are not too costly, the others will not be done I'm afraid as it is close enough :thumbsup:
Cheers :)
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Agreed. It's close enough.
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Agreed. It's close enough.
:dontcare: Thanks DJ
I have made most of the amendments mentioned, bar the rounding of the necelles. (but you are right)
Trying to texture now and bam max 2011 has a mad new material editor.. :hithead:
Well I'll post progress when I work it out as it is completely different :facepalm: Im sure they had there reasons. have a good weekend all. :thumbsup:
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Here's how close that model is, just based on the most recent pics. If there weren't comparison pics with the studio model, I would've called it as 100% spot on. :dance
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Trying to texture now and bam max 2011 has a mad new material editor.. :hithead:
Isn't it just awesome? :]
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I dont like it to be honest so I found the option to change it back to the standard one. But I did find a good tutorial online to help get my head around all those wavy lines.
Runabout now finished Final Poly Count 5.5k Polies thats about 9.4k Triangles. Both versions will be released once textured.
Thanks.
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Well man, that looks absolutely tops. I always loved the runabouts. Fabulously well designed little ships. You've done it justice here.
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wow - that is just pure awesome marky!! :D
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wow - that is just pure awesome marky!! :D
Seconded :thumbsup: Hope the bridges will do them justice :)
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wow - that is just pure awesome marky!! :D
QFT :D
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cute!
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Great job!
Cookie
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wow - that is just pure awesome marky!! :D
Agreed! :thumbsup:
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I dont like it to be honest so I found the option to change it back to the standard one. But I did find a good tutorial online to help get my head around all those wavy lines.
Runabout now finished Final Poly Count 5.5k Polies thats about 9.4k Triangles. Both versions will be released once textured.
Thanks.
I'm really impressed! You've managed to keep the count so low! :O
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Very nice Runabouts, I can't wait to see them textured. :dance
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This is Amazing, well done.
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Thanks for all the comments and cookies fellas, mapping has already started and textures will begin this evening. Im going to go with a single 2048 sheet, and use a lot of clever mapping to use all the surface space I can to keep it looking sharp and detailed. :)
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I retract my previous statement in regard to using a singular 2048 sheet, I will now use 2 as It seemed too pixelated on just the one but looks nice and sharp when spread over two. I am using DJ's Juno textures as a colour base for this model, and will also use the studio model for certain shades. I have decided to use alot of artistic licence on the textures too. Keep it looking the same and familiar but with more detail. :thumbsup:
edit*
I have realised that I have missed some mesh detail, in regard to phaser strips on the front of the pylon and some rigged areas to the front of that mounted torp area, I will model them in before I get to mapping those areas rest assured. :thumbsup:
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Looks good.
And I didn't notice anything missing. lol
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She is definatly a studio model worthy creation there Mark.
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Wow that is very detailed and for only 5 and a half grand poiles too.
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Looking great! Fantastic work as always Brawd :)
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wow marky, i love you :bow:
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Sweet :D :D :D :D :D
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bravo Marky :yay:
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Thanks alot fellas. Im glad you like it. I will post some more updates soon, and should be a good 50% done with the texturing by the end of the weekend.
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I love it. :yay:
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Update. . .
textures are coming along, slowly but nicely.. I keep having to change elements all the time so its slow trying to match my various ref's.
On another note, Lurok has given me his bridge model, and i will use that to render interiors for the windows.. I still have 500 Polies to play with so may
model some hollow interiors with rendered elements to show 3d perspective detail but we shall see. And on another note I may have to Convert and HP myself :idk:
Oh well.. I will try again :)
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Really great start on the pylons mate, looks like it's going to take a while, but it will be definitely worth it :D Cookie
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:eek :bow:
well that is one of the best models i have ever seen!
welldone dude Awesome work
wish i was as good lol
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Looking good.
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Looks wonderful Mark :yay:
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Looks wonderful Mark :yay:
Thanks mate :)
Looking good.
Thanks DJ, Means alot ;)
Really great start on the pylons mate, looks like it's going to take a while, but it will be definitely worth it :D Cookie
Too True and thanks JB :thumbsup:
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Excellent so far. Coming along nicely. :thumbsup:
Will go great with DS9.
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I think this will look really great with some weathering, too.
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four words: YOUR A MODELING GOD!!
:D
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damn, marky - thats just utterly amazing! :thumbsup: :bow: :D
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Great start, Markyd. :) :assimilate
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^ what they all said ^
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I hope this ends up being one of the first ST:Excalibur conversions when the game is eventually released. Picturing it with a bunch of bumpmapped details, makes my mouth water :P
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And on another note I may have to Convert and HP myself :idk:
Catch me on MSN and we'll sort that out ;)
NIce progress mate :D
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Thanks for all the positive comments fellas. DJ I think your right with the weathering, I will definately have a play with that towards the end of the texturing. Jules thanks I will definately take you up on that offer, I will keep an eye out for you on msn when I'm on next. :thumbsup:
Again thanks for all the positive comments, more coming soon.
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Looking fantastic!
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This is outstanding work dude!
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That is looking great!
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Fellas, again thanks for all the praise and comments.
Done a few hours on her today.
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Nice :D Tho, you could get the panel lines opacity down a tad.
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Thanks mate,
tried your suggestion, i will keep changing this as I go i reckon.
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Thanks mate,
tried your suggestion, i will keep changing this as I go i reckon.
Try like 20 to 30% opacity for those, and get on msn, I'll show you something else you could do ;)
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Little update for today,
Try like 20 to 30% opacity for those, and get on msn, I'll show you something else you could do ;)
I am doing most of this in the day mate on my breaks so I am not on MSN, but will try to get on it at the weekend mate. Sat probably.
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Looking really good! :yay:
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That is one crispy looking model there, friend. :thumbsup:
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Thanks fellas,
On a plus note I will have some time to work oh her tonight, on another plus note I just fixed an old laptop and installed xp onto it and it runs great, so will get max 3.1 and v 5 on there and all the conversion stuff i need and use it solely for that purpose.
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Update for you guys.
many thanks for the MOTM award and to all those that voted :thumbsup:
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Beautiful work there Mark I can't wait to try it :yay:
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Pretty little ship :yay:
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wow marky... that is just utterly amazing! :D
*moar cooookeeeez*
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cookie to you dude
you were always going to win MOTM mate it is an incredible execution of the Runabout
:bow:
congrats :yay:
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Thanks alot guys. More updates today, should have the rear fully textured out today I think.
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Here is an illum update, on another note I have managed to pull out another 500 Polies from the necelles, so that means I should now be able to model very simple enteriors for the cockpit and rear lounge. Current Polycount is 5.1k polies and 8.7k tries.. So that leaves me with 1.3k tries around 2500 Polies to build them, and still have the model under 10k polies. :thumbsup:
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just WOW. MicroCookieTorpedo away
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I'm guessing the rest of the polys is for phasers and detailing?
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very simple interiors
Yes. VERY simple. But given the nature of the ship, putting much more into the interiors would be a complete waste. It's not like you're actually going to be taking a walk in the darn thing. IMO, what will/probably should take up a lot more of your poly/tri-count, are whatever characters you'll have manning the consoles in the cockpit.
Edit: What ARE the polycounts of most of the bridge set characters, anyway? Only a hundred or so at most, eh?
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Outstanding!
Cookie
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Blowing the dust off this one..
Work continues.
(http://img42.imageshack.us/img42/7784/rb1y.png)
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Finally! :D Welcum back matey!
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:yay:
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Nifty!
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Glad to see you back on this one, Awesomeness,, :D
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Excellent to see you back brother!
Looks awesome!!
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great to see ya back!