Topic: Prometheus (V2.0)  (Read 2296 times)

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Offline Jad

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Prometheus (V2.0)
« on: March 15, 2006, 01:20:46 pm »
I once modelled the Prometheus in my early stages of learning to modell and was the first actually ship i ever finished... i have a picture i once made of it for you to see, its reli crude and poo, and so forth i decided i needed a break from the Daedalus until i find some actually good reference pictures of the shell and redo the Prometheus in tribute to its destruction in 'Ethon'... with the new techniques i have aquired, i have started with the head and body and is jus the hull i am working on atm, i will add tons of detail... well im hoping to so watch this space!!

Offline Jad

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Re: Prometheus (V2.0)
« Reply #1 on: March 15, 2006, 03:49:54 pm »
Well an update with adding the hanger bays... not much of an update the lighting is of but here ya go :)

Offline Red_Green

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Re: Prometheus (V2.0)
« Reply #2 on: March 16, 2006, 04:51:10 pm »
Well an update with adding the hanger bays... not much of an update the lighting is of but here ya go :)

Looking good, keep the updates coming man!


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Offline Jad

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Re: Prometheus (V2.0)
« Reply #3 on: March 17, 2006, 06:20:13 pm »
Thanks Ship_Rods... i finished the basic shape of Prometheus Now, except for the sublight engines at the back and its looking quite good so far... heres 2 images, 1 of bout 30mins ago update and one i jus finished :D Enjoy! poly count atm is 1147 so not bad :D

Offline Jad

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Re: Prometheus (V2.0)
« Reply #4 on: March 17, 2006, 07:41:19 pm »
Ok im on fire 2nite with another update of the head of Prometheus, ive jus started to detail it and added the windows, this has boosted the poly count up to 4873 lol! 4times it was with jus the structure! o well its looking good so far! any C & C ?

Offline Kreeargh

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Re: Prometheus (V2.0)
« Reply #5 on: March 17, 2006, 11:48:26 pm »
Very nice i love the detail
you should think about doing 2 versions one low poly no higher than say 5000 poly max  for sfc use and use the highpoly model renders to aid in makeing detailed textures.
Time for life!

Offline Tus-XC

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Re: Prometheus (V2.0)
« Reply #6 on: March 18, 2006, 12:26:57 am »
lol, i think you'll find most computers can support up to 10k w/o a problem today ;)
Rob

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Offline E_Look

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Re: Prometheus (V2.0)
« Reply #7 on: March 18, 2006, 01:12:13 pm »
Hey, Tus!  I don't think it's a CPU or GPU or even a RAM issue with respect to the polies... I think that some GAMES can't handle it, like SFC 1, which I still use, will choke on the higher poly count models, especially if it is installed under Win XP.  I think also that it has to do with the timing of calls to the CPU under different operating environments or OSes.  I almost feel like dusting off my Celeron 466 HP made box just to run SFC 1, EGATrek...

... aw heck, I should just hide in a cave (with utilities, of course) and run my old Leading Edge Model D2 80286 in DOS.  Color video?  I don't need no steenkin' color video...  (I LOVED my amber monochrome 14" monitor...  ::))

Offline Jad

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Re: Prometheus (V2.0)
« Reply #8 on: March 18, 2006, 02:09:53 pm »
yeh... cause thats related to this topic  :-\ lol... neeeeewaaaayyy! heres another update, ive added a tiny bit more detail to the front of the ship and started work on the top of the ship, u will b able 2 see what ive done... poly count atm reaches 7520 :D... so i think SFC 2 & 3 might b able 2 handle it... ne1 kno the max poly count for a ship in game?

Offline markyd

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Re: Prometheus (V2.0)
« Reply #9 on: March 18, 2006, 02:15:54 pm »
Its lookin real nice man... I like detailed meshes.. even if they are too high for ingame  ;)

Offline Tus-XC

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Re: Prometheus (V2.0)
« Reply #10 on: March 18, 2006, 02:18:04 pm »
yeh... cause thats related to this topic  :-\ lol... neeeeewaaaayyy! heres another update, ive added a tiny bit more detail to the front of the ship and started work on the top of the ship, u will b able 2 see what ive done... poly count atm reaches 7520 :D... so i think SFC 2 & 3 might b able 2 handle it... ne1 kno the max poly count for a ship in game?

10-15k  if you are hitting 15k that would be the upper end of what SFC (at current system specs) can handle
Rob

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Offline Red_Green

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Re: Prometheus (V2.0)
« Reply #11 on: March 18, 2006, 02:25:09 pm »
I like polies as well. I never really thought about making a high poly mesh to use for textures to apply to a lower poly one, good idea. Then you have the best of both worlds. Really shaping up nice Jad.


The most creative person hides his sources the best!

"The universe hates you. Deal with it!"

Spoken by Harper in a 1st season episode of Andromeda.

"Pesimism is not a survival trait"

Offline Jad

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Re: Prometheus (V2.0)
« Reply #12 on: March 19, 2006, 10:20:57 am »
Well model now stands at a massive 13k polys! and here are some renders so u can see why the poly count is so high! i have modelled the Sublight engines, detailed them, textured them and set up the engine glow! so i hope u like it :D! Also to add i have done the windows on the top wing parts of the ship and personally i think its coming along very well :D, C & C Welcome :)

Offline E_Look

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Re: Prometheus (V2.0)
« Reply #13 on: March 19, 2006, 03:06:01 pm »
Oooooh!  Pretty glows!

Offline Jad

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Re: Prometheus (V2.0)
« Reply #14 on: March 20, 2006, 03:25:49 pm »
Well big update, ive done alot of the windows and a ton of mesh errors later ive come to this result! tell me what u think!!


Offline Starforce2

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Re: Prometheus (V2.0)
« Reply #15 on: March 20, 2006, 06:35:20 pm »
looks good to me. You goign to make one Enterprise like Oniel suggested?