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Illustrated Guide to the Marches

I'm glad I don't have to speak to post, because I keep tripping over my jaw... :eek:

Absolutely incredible effort. A gold star and 100 Attaboys to everyone involved! :cool:

I just wish I was at home so I could try some of this software out for myself...

As an aside, anyone ever try implementing the procedures in an old JTAS issue, maybe 10 or 11? They described how to generate a reasonably accurate planetary map using UPP data as a base. Maybe I should try learning another language other than QBASIC to make it happen... :confused:
 
It's coming along... a bit better now that I've found the silhouette from the "ship size comparison" thread...and added another 132 polys in the process.

If only I could find a top view, (or deckplans? do they exist?) I'd be set.


TypeT081505.jpg


BTW, there's very little ambient light in this scene...all the lights are fairly narrowly focussed spots placed at various locations *on* the ship, and pointing *at* the ship, airline or Star Trek style. =)

and another new pic...6 objects in Celestia.
3shipsAstationand2Worlds_THumb.jpg

Full Image here:
http://img.photobucket.com/albums/v297/jonathonbarton/TravellerStuff/3shipsAstationand2Worlds.jpg
 
Can I just say, Jonathon that I'm pleased to see you keeping your models low poly.
Too many Celestia models are just ripped and converted from models intended for pre-rendering and whilst Celestia doesn't seem to encounter much trouble drawing them (there's nothing else on screen and they have no textures - though try it on an average machine with Earth behind and full normal mapping and hi-res textures!!!), it's good practice to keep your models as simple as possible to create a smaller memory footprint and faster frame-rates (and a smaller download for others).
I think for details in Celestia, one is better off texturing them on than modelling them. That at least gives the luxury of being able to add decent ambient and radiosity shadows - something Celestia's engine can't do.

My Suleiman currently stands at around 1500 polys and will probably be just over 2000 when the pilots are added. 3000 is about as far as I'd go on a realtime model on current average graphics cards. Of course, Celestia does Level Of Detail (or LOD) but frankly, I'm not willing to put that much effort in =)

I've hit a bit of a snag with my Suleiman at the moment. The glass is refusing to work and I think it's a Maya problem as the glass PNG is from my Jedi Interceptor model and it works fine with that.

Crow
 
That's one thing that has impressed me about Blender...one of the "starter" tutorials is entitled "Making a Puppy out of a Box".
The down side is that it's about 95% incomplete (there's currently just a picture of a box, and a puppy, and instructions on how to set the puppy picture as the Background Image, and a note that there will be a full tute on how to get one to look like the other...eventually...)

But the concept is there...and that's how I model. I start with a box (whopping *6* polys) and everything is either knifed, dragged, scaled or extruded from there.

Sigg!
That first picture is *definitely* one of the illos I recall from my youth.
Yesterday, Far Trader shot me a drawing taken from the miniatures of old, and there were some details that just didn't quite jibe with my memory (the wings were very short, and the exhausts very large, to name a couple)
That picture is very much how I remember the Type-T, with a fairly wide wingspan, and slender exhausts...

Crow: Any generic suggestions on how to model the classic "bulges" so they're round like that? Cut, extrude, scale doesn't work very well...
 
I've not used Blender at all but I imagine the poly modelling tools are generic.

You could use the extrude and scale method if you're going really low poly.

Or you could create a sphere, squish it to the right shape and edit it to fit the model.

I can't believe there are no decent low-poly modelling tutorials for Blender. I should dig out my old 'making a human' tutorial for MAX. It's principles remain the same for all low-poly modelling packages. If you know how to extrude, scale, weld, mirror, it's pretty straight forward.

Crow
 
Oh, there's TONS and TONS of Blender tutorials out there...it's just that the "Make a Puppy Out Of A Box" is really sparse...but once I picked up the other tutorials to learn the other tools, the 'MaPOOAB' tutorial fell into place for me as sort of a design philosophy...
"Start with 6, and don't add any more than you need to."
 
Originally posted by Berg:
I would like that tutorial as I am using MAX.

Please


Tom
http://www.planetquake.com/polycount/resources/halflife/tutorials.shtml

I have a nasty feeling that they are missing a couple of viatl pages from the 'Digital Sculpting' tutorial =(

http://www.planetfortress.com/tf2models/tuto.htm

I believe these are complete but have been re-edited for Team Fortress. The principles remain the same though.

NOTE: These tutorials were written for MAX 2.5
MAX started looking a little different from 3.0 onwards so some buttons may not be where the tutorial says they are.

Crow
 
Well, hopefully my Scout won't be much longer. I've started modelling the pilots and texturing the cockpit. They're only simple, to give the impression of a cockpit behind the glass, but the trouble is, I only get about an hour a day (my lunch break) to work on it so it's slow going =(

Crow
 
I put up a pair of art threads in the Lone Star, based on many other "Picture" threads on various boards I visit routinely...
One thread is PICTURES ONLY, the other is DISCUSSION ONLY.

Why?

So that if you just want to look at art (Mayhap for inspiration), you can do so, without having to page through many, many pages of "Oooh, that's SO good looking, dear Artiste! Can you make it a little more yellow?", while, if you want to discuss art, you don't have to wait for a gazillion pictures to load on any given page...
 
A new ship is going in the Blender... Lessee if any of you can guess which one it is... (It's not as hard as it looks...the *major* *MAJOR* clue is clearly visible on the left side of the picture)
MysteryShip01.jpg
 
Nope, beats me. Beowulf?

Anyway, when are you going to texture your Wedgie and Type-T?

I'm about half way through my pilots now. The Solomani is done. She'll be textured lunchtime and then it's on to the Vargr next week.
These are the same two characters that appear in my Rhino docking bay animation, though cut right down to about 300 polys a piece. It's been great fun working in genuine low-polys again. I haven't done it for years. Makes me all nostalgic for the days of Quake2 again =)

Crow
 
Q: Is It Bigger Than A Beowulf?
A: Yes, much.

Q: Can you give me a hint? It's too hard...
A: Yes. The ship class is named after a semi-famous Terran Folk Singer, and is featured in Fighting Ships of The Imperium.

I'm doing this one at work (System Administration has a fair amount of downtime...waiting for something to break...), and I reworked the whole front end of the Type-T at home last night. Cut the nose right off to spite his face, and redid it according to his Trenchant-Class Type-T deckplans on his website.
(Updated to: www.perkworks.com this week...)
 
Originally posted by Jonathon Barton:
A new ship is going in the Blender... Lessee if any of you can guess which one it is... (It's not as hard as it looks...the *major* *MAJOR* clue is clearly visible on the left side of the picture)
P.F.Sloan?

Regards PLST
 
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