Topic: Osiris Class Rennovation  (Read 34692 times)

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Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #40 on: April 02, 2008, 10:04:20 pm »
It's only a placeholder map from the original.  Just so I have everything named and assigned.

Sorry I haven't updated in a long time, there's been great deal of stuff going on in my family lately.  Plus I payed a visit to family in Ann Arbor, loved Michigan...but I couldn't stay there ; _ ;.

All the people walking around covered with cold weather wear, and I was walking around in below freezing weather, just fine...wearing a t-shirt.

Right now I'm just back from the dentist, had to have a root canal.  Funny though how the root canal feels better with no pain meds than the tooth felt before after 500mg of Ibuprofen.

Tus, I'm probably gonna take ya up on that.  I'll send it as soon as I'm finished fixing some odd mesh anomalies, and with the yacht module.  Came up with a design for the captain's yacht, and it's deployment sequence/mechanics during the two and a half hour flight from Houston International to Detroit Metro.

For right now until the pain meds kick in, I'm going to take out my anger on some poor Genome Soldiers (Hellooo bandanna!)  There goes my (mostly) no-kill run of Metal Gear Solid...

Offline Starforce2

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Re: Osiris Class Rennovation
« Reply #41 on: April 16, 2008, 09:56:18 am »
maybe the meds will give you some creative visions :D

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #42 on: April 16, 2008, 11:21:03 pm »
maybe the meds will give you some creative visions :D


Mmhmm...the dentist kept screwing up when finishing the canal last week (Dentist: "It's not breaking off, get the torch"), the nurse insisted the nerve was dead and that I couldn't feel anything.  We had a difference of opinion.

And then they asked me for $400 additional... :huh:

On the bright side, the grass is always greener when the (other, competent doctor) gives you some kickin' pain killers.  And an old PSM that was lying around the office. (issue #1! XD)

I made a few slightly biggish decisions regarding some other stuff: 

The Triton class LC has been redesigned pretty severely, and the model will have to be redone, but the new design fits the ship much better I believe.  It has also been renamed to the 'Trident' so as not to cause confusion with the SFB design.

The Mongoose is a death trap with or without camo.

One Genome Soldier is worth 1/100 of a bullet.  But beating Volgin with the Cigarette Spray on European extreme is priceless.

I've been working on a somewhat large piece of scenery for use wherever.  It's inspired by something I saw on deviantart, a pic called "Peridot", depicting a sci-fi style city.  The mother itself is a massive city/space station floating in a luminescent green nebula.  The thing is, the station sandwiches the playing field (Think of the first fight with Anubis from ZOE 2nd runner, mixed with a little Blade Runner, and you're not far off).  I started off calling it ghost town, and myself clever, but I guess I can't do that now (gee thanks, bungie!).  The final design is 500X more complex than I had initially thought it was going to be.  It also happens to be awesome, and hard...and awesome...and damn hard....I blame the codine.

Work of course continues on the Osiris.  Oh...and Arwings....and Boston.

:flame:









Offline Starforce2

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Re: Osiris Class Rennovation
« Reply #43 on: May 10, 2008, 09:35:56 pm »
hey, you don't care if I still make use of the old one while I wait for the new one to be finished?

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #44 on: May 11, 2008, 06:20:00 pm »
hey, you don't care if I still make use of the old one while I wait for the new one to be finished?

Have at it, man.

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #45 on: May 21, 2008, 01:49:49 am »
Double post  :P

Model is pretty much done.  Now needs smoothing, and clothes.

...and walkies.  Lots of walkies.



Offline Rod ONeal

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Re: Osiris Class Rennovation
« Reply #46 on: May 21, 2008, 04:13:12 am »
Pretty slick design! It's looking real good.
If Romulans aren't cowards, then why do they taste like chicken?

Offline Adonis

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Re: Osiris Class Rennovation
« Reply #47 on: May 22, 2008, 12:30:29 am »
You'd first like to get rid of the smoothing errors on the ventral section. :huh:
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Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #48 on: May 28, 2008, 06:36:45 pm »
Actually, I'd forgotten to smooth it.  Put in a night of work on various things after getting off of work, and I forgot the glaringly obvious.  Damn you, biology.

Two items, though no screens this time.

First, smoothing problem fixed.  Finally found the root of the problems with the .mod looking all ugly, thumped myself on the head when I found the cause.  Fixing is currently underway.

Second, though it's probably a little early, I'm going to ask before I forget: damage mapping...a-la SFC3?  Is there a tutorial or ninja butterfly that can help me?

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #49 on: June 05, 2008, 10:35:50 pm »
Double post FTL ; _ ;

Despite some minor difficulties and mesh glitches, work is continuing apace.  Will probably start texturing tomorrow or Saturday, depending on whether or not the app flakes on me again.

Apologies it's taking so long, feel dumb. 

In other news, was forced to listen to m-bop and then who let the dogs out, while driving, station wouldn't change, require Dragonforce NOW.

LOOK SHINY THING!

Offline Fallen_Warrior

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Re: Osiris Class Rennovation
« Reply #50 on: June 06, 2008, 03:40:18 am »
.
« Last Edit: April 08, 2016, 10:09:29 pm by Fallen_Warrior »
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Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #51 on: June 07, 2008, 07:17:17 pm »
Irritation.

Curiosity: Is it a sign of insanity when you're beginning to haggle with your 3d app? 

Texturing is going well...if by well you mean bat$#!+.  Allow me to explain.

I'm at the stage where the texture maps are being applied (using the original's images to make sure a lot of stuff is lined up), but my backwards hand-me-down of max refuses to play ball on texturing this thing.  I've been trying for the better part of a day.  I thought to check the .nif and there everything was, assigned perfectly.  So I imported the .nif and exported to .mod, and looked at the model in the viewer, textures perfectly assigned but no lightmaps.  Imported the .mod BACK into max and re-added lightmaps, exported to .mod AGAIN, refreshed the viewer, perfect.

I may go insane using this method, but I'll probably be in good company, so ON WITH THE TEXTURING.

.::EDIT::.
Okay, it seems that this tactic causes more mesh errors than you can shake a Drill at.  So I'm forced to try a different tack.

Do do doriru...do do do do doriru....
« Last Edit: June 07, 2008, 10:22:07 pm by AlchemistiD »

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #52 on: June 19, 2008, 09:52:05 pm »
Double Post 2:  Fail Harder  :D

Messing Screwing Experimenting Messing around with the textures, finally settled on a style.

Planning stuff.  Devious stuff.  Evil, devious stuff for it eventually. 

Sent a postcard.
« Last Edit: June 19, 2008, 10:36:35 pm by AlchemistiD »

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #53 on: October 01, 2008, 04:55:31 pm »
Scratch is always a wonderful thing isn't it, when you have to start from it again?

Ok, perhaps not entirely.  The truth is, I haven't been working on this model at all lately, this whole year has felt like one brick wall impact after another.  Lately I haven't been able to enjoy much of anything.  Recently I pretty much had to force myself to ignore everyone around me and pick up my X-Box controller and just play something and try to have some fun.  As luck would have it, I ended up partying up with some halfway decent players in Halo 3's matchmaking in Team Slayer, and it ended up being an all-night session.  It didn't bring me out of my funk completely, but it was awesome to know there's still people in matchmaking who aren't a foulmouthed 10 year old who screams at their parents, and complains when they lose.

Back to the model, it's been bugging me for a while.  Not just that it's still not finished, I wanted to get this out there way faster, but there's little things about the model itself that still just bug me.  The top two:

Model hiccups like this:



It's not very noticeable up close, but it's enough to give me pause from far away, where it becomes impossible to miss:



Around the nacelles...it gets just as ugly up top too.  I don't feel right about leaving it like that, so I've been practicing with Boolean cuts/welds and plan to reassemble the model from the spare parts I've kept on hand (spriter's habit I guess.  We tend to leave a lot of spare parts lying around "just in case they come in handy.")  Bottom line, reassembling it could probably be done in about 2 days, but it will probably be done with that stage next week, since I work all this weekend.

The other hang-up I have, is the Stardrive:




Bottom line is, I don't feel good about it either.  I don't like the way it turned out, and every time I look at the model up close, I keep getting hung up on it. It seemed fine at first, when I really had no idea what I was doing, but now...every time I look at it, I feel like I can do better.  So this week I've been concentrating on building something close to it in shape, but smoother and easier on the eyes.  It's not finished yet, but here's where I'm calling it, today:




It's going to be a bit closer-in to the primary hull in terms of the neck's length.  I feel much better about this one, and I think it will fit better with the nacelles/saucer than the first.

That's all for today, later!



.::ALCHEMIC EDIT::.

(Dec 7th)

Sorry it's taking so long.  I'd lost my job and have been looking for employment.  All I can do is wait now for the interview, and I'm really nervous.  Fortunately, I've had some time recently to work on the mesh, and a little extra.
The Torpedo Turret has been redone, and I built the mesh for the ship's Galleon, the Iris (Think of a huge runabout stored in an underside compartment in the turret.)




That's all I have for now, so here's a cute furry creature popping up through a woman's cleavage.



« Last Edit: December 07, 2008, 01:32:59 am by AlchemistiD »

Offline Starforce2

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Re: Osiris Class Rennovation
« Reply #54 on: March 09, 2009, 03:15:54 pm »
how goes the orsiris? No updates in a while. I'm in the process of porting the old one to bc, lookingforeward to the new one.

How large is this ship supposed to be, btw?
« Last Edit: March 09, 2009, 03:29:38 pm by Starforce2 »

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #55 on: March 16, 2009, 12:56:28 am »
Sorry for the wait.  Work on the mesh has been slow as of late, as I'm between jobs and have also taken up game capturing while I pass out my resume like it's Halloween candy.

Lots of little, last-minute changes to the main ship's mesh, and building the two types of auxiliary craft (comparatively small meshes, should be pretty quick.)  Mostly it's just element testing right now for the Osiris proper.

The two auxiliary craft are the aforementioned Yacht (whose final mesh is coming nicely), and a new "Bullfrog" shuttle.  The Bullfrogs designed as a short range-APS (Armored Personnel Shuttle)/Planetary survey craft somewhat akin to the "Hoppers" that got mentioned in DS9.  They're based off a concept for the TNG shuttlecraft.

As for the ship's size, the Osiris is 20 decks large, and maybe 30 or so meters longer than an Intrepid.

I'll get back to work on it tomorrow after I teach Wesker a lesson.  Jill's my favorite character from Resident Evil's PSX days and the *** ****** *** ******* ********** **s's got a scheduled meeting with my size 13.

Offline Starforce2

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Re: Osiris Class Rennovation
« Reply #56 on: May 04, 2009, 10:51:08 pm »
http://bridgecommander.filefront.com/file/Starforce_Productions_Osiris;99540

This first osiris is in BC..so hurry up with the new one lol :angel:

Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #57 on: May 17, 2009, 07:17:02 pm »
http://bridgecommander.filefront.com/file/Starforce_Productions_Osiris;99540

This first osiris is in BC..so hurry up with the new one lol :angel:


Wilco, and nice work Starforce  :thumbsup:

Offline Fallen_Warrior

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Re: Osiris Class Rennovation
« Reply #58 on: August 28, 2009, 12:24:50 pm »
.
« Last Edit: April 08, 2016, 05:16:39 pm by Fallen_Warrior »
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Offline AlchemistiD

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Re: Osiris Class Rennovation
« Reply #59 on: November 12, 2009, 07:19:44 pm »
any word on an update?

The ship is not dead, and neither am I, despite the best efforts of my PC ^_^=.

Work has been resumed on the model.  I had taken some time to get a ship design out of my head that I've wanted to make a model of for quite some time.

The short story is she's something of a cross between a Porsche 997, an LST, and an F22 Raptor...IN <echo>SPAAAAAAAAAACE</echo>.  With a little bit of Boeing YAL-1 thrown in for good measure. 

She's actually a harder kind of science fiction ship that I wanted to use to cruise around in whatever space sim I'm playing at the time: Freelancer, Freespace 1 & 2, Neverwinter Nights (!), ect.  It's not finished yet, but it's about 90% done, mesh-wise.  I'm actually kinda proud of it, since I've gotten it to look almost exactly like my mental image of what the ship should look like.

But that's what I've been up to.  Sorry for suddenly disappearing on everyone.  I just had to get this ship out of my head and onto my monitor!  I'm back to work on the Osiris, all that's left really is texturing.