Topic: SG1 - The Deadalus WIP  (Read 3508 times)

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Offline Jad

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SG1 - The Deadalus WIP
« on: February 17, 2006, 12:52:27 pm »
Hey there, for a while ive been working on a mesh of the ship from stargate called the Daeadlus, its quite detailed and i wud likesome C&C is u dont mind... heres a few renders of the latest updates...

BTW: any1 kno how 2 find out the poly count in 3d Max?

Offline wulf111

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Re: SG1 - The Deadalus WIP
« Reply #1 on: February 17, 2006, 02:02:58 pm »
to find the poly count in MAX go to the utilities menus (the little hammer looking tab) and chose more, it should be listed in there.

great looking ship BTW from the shots i would say you are well over the 6-12k poly limit for most SFC ships i am looking forward to seeing with some skin on her :)


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Offline Sandman3D

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Re: SG1 - The Deadalus WIP
« Reply #2 on: February 17, 2006, 03:57:09 pm »
Looks great! As wulf said, gonna be to big poly-count wise for the game, but will be great for renders. ;) When I made mine, I had to really think hard about what to mesh detail wise and what to leave to textures...if I had meshed all of them, it would have been over 100k, which, btw, I think this is. :o Great model though!! ;D
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Offline ModelsPlease

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Re: SG1 - The Deadalus WIP
« Reply #3 on: February 17, 2006, 04:12:20 pm »
Nice ship but I concur, it looks well over any usable poly count for the games.
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Offline Red_Green

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Re: SG1 - The Deadalus WIP
« Reply #4 on: February 17, 2006, 10:49:01 pm »
Yea, which computer you have the game installed on is more of a limiting factor than the actual game. I can run 12k poly models on my 5 year old machine. Only time I experience lag is in missions with 12 ships. Most mods use lower poly ships because they run on a server. That model looks great and you can always make a lower poly one. Even so SFCIII is not a real effiecient game, because there were games released about the same time that use higher poly models and still run 4 times smoother than SFCIII.


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Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #5 on: February 18, 2006, 06:32:56 am »
I h8 to burst all your bubbles here but the ships around 240k poly count because of all the detail i puttin on it so i dont think ur gunna b usin this in any games sos cus it wudnt b able 2 handle and also i must mention that thie ships nowhere near finished yet... sowrry guys but heres sum fresh renderers, i made the fighter bay door propery now on the side wings :)

Offline FoaS_XC

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Re: SG1 - The Deadalus WIP
« Reply #6 on: February 18, 2006, 07:38:16 am »
Fantastic Model ^_^.
And welcome to the community.
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Offline Sandman3D

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Re: SG1 - The Deadalus WIP
« Reply #7 on: February 18, 2006, 10:48:08 am »
I got no problem with that if Jads ok with it. ;)
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Offline CaptainTombs

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Re: SG1 - The Deadalus WIP
« Reply #8 on: February 18, 2006, 10:50:19 am »
you know i have a very strange idea.
We already have a great X-304 Deadalus model in the form of Sandmans.
i also know that Major Payne can get pre-rendered textures from high poly models, how about using Jads fantasticly high poly model to Give Sandmans a slightly more detailed set of textures?


that way we get the best of both, great model and great textures

awesome idea :)
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Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #9 on: February 18, 2006, 11:27:34 am »
Sorry for being the blond 1 here but what are u asking? that we use my model but Sandman or sum1 else texture it or use my detail on sandmans ship... arg lol confusin... neway heres a little trail with my textures on a few parts of the ship... enjoy :)

Offline FoaS_XC

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Re: SG1 - The Deadalus WIP
« Reply #10 on: February 18, 2006, 12:27:01 pm »
What they are wondering if they could use renders of your ship at various perspectives, stitch them together in photoshop and use them on Sandman's model of the Daedalus.

What's cool is if you bake in a Global Illumination render into the textures, (i did that with the UNE Fleet, it's great).

Its not quite as easy as it sounds, one would really have to line up the camera angles and what not.
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Offline Sandman3D

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Re: SG1 - The Deadalus WIP
« Reply #11 on: February 18, 2006, 01:53:15 pm »
Yeah, what he said. :P

Basically, take pics of your ship and use them as the textures. If we do this, one note...I eyeball things when I build 'em, so dimensions might be off. :P
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Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #12 on: February 18, 2006, 06:10:55 pm »
ah right so its pretty much a skin of my ship on Sandmans? no offense atall to Sandman but it would not work as his model is not accurate to the the real Daedalus propotions as mine is mostly and as forth his ship wud need to be accurate at first before my ship texture skin would work

Also i jus for some reason found a huge error in my mesh wich has sora peed me off cus it means i cant texture the front of the ship witout remodelling the head of the ship cus 4 sum reason the textures do not go over the entire mesh, jus a square of 1 part n im like wtf so i got a bit of work to do on that so probs no major updates in a while till ive fixed it... sowwie :(

Offline Sandman3D

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Re: SG1 - The Deadalus WIP
« Reply #13 on: February 18, 2006, 07:38:00 pm »
Have you tried reversing normals? Try that before you re-do it...also try checking for multiple layers on the mesh...happened to me once and I was lucky to find it. ::) And please don't be offended...it's obvious you are much better than I am at meshing and texturing, but sometimes it's the simple things we overlook. :smackhead: :)
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All you had hoped for, all you had, you gave
To save mankind-yourself you scorned to save."

Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #14 on: February 18, 2006, 08:52:32 pm »
aint that the bleedin truth, infact this is the most detailed 3d work i have ever done, all the others were high poly but crap, now after i finished the Daedalus im going to redo my Prometheus model with the new skills of detail i have aquired and then who knows eh!! 1 thing i cannot model is a flippin Hatak!!!! its silly but has ne1 gota a 3DS half decent Hatak mesh i cud use?

Offline Sandman3D

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Re: SG1 - The Deadalus WIP
« Reply #15 on: February 19, 2006, 01:04:54 am »
I'm trying to find some better pics myself...can't even begin to figure out all the angles. :P Too bad there's not a schematic site for SG ships. :( If I find anything, I'll shoot you a link. ;) (Great thing about this place is, we all help each other out. ;))
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All you had hoped for, all you had, you gave
To save mankind-yourself you scorned to save."

Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #16 on: February 19, 2006, 05:25:51 am »
I have schematics of the Prometheus, i have them also of a Goauld Ha'tak Vessel, an Asgard ship, A Tel'Tak, And a Death Glider but there in im magazines i have n wud take 4 ever 2 get into the computer... but i do have the Prometheus Shematic so here it is


Offline markyd

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Re: SG1 - The Deadalus WIP
« Reply #17 on: February 19, 2006, 09:12:07 am »
That is a great model  ;)

Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #18 on: February 21, 2006, 01:54:32 am »
Sowwie i been busy so i avent been able to do any more on the Daedalus as im back at college and tryin 2 balence homelife, a girlfriend, m8s and college in a day aint easy... but hopefully i will try n atleast start on the shell of the ship soon so that will b kewl! i reli need to learn how 2 apply textures tho :(

Offline Jad

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Re: SG1 - The Deadalus WIP
« Reply #19 on: February 21, 2006, 02:40:19 pm »
Hey well i just decided to texture the ship, which is silly but i nowhere near modelling but i reli cant do much more yeh because i need some good detailed pictures of the shell of the ship orelse i cant modell it, also i cant do the underside until i get more reference which is very annoyin but on a good not the textures look good, take a loook for yourself :D