Topic: U.S.S. Resurrection...again.....  (Read 18650 times)

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Offline Centurus

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U.S.S. Resurrection...again.....
« on: July 29, 2010, 06:19:01 am »
Decided to resume work, and mesh wise, roughly 98% done.  Thanks goes out to MeteoraFallen for helping with the impulse engine design, and Fallen_Warrior for helping me brainstorm the triangular impulse control crystal design.

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Offline Chrystoff

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Re: U.S.S. Resurrection...again.....
« Reply #1 on: July 29, 2010, 11:22:44 am »
Lookin good as always! Would love to see you take a shot at a Reliant/Miranda.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #2 on: July 29, 2010, 11:41:55 am »
Lookin good as always! Would love to see you take a shot at a Reliant/Miranda.

Funny you should mention that, considering I've had a refit concept in mind for the past few years, but never could make it a reality cause half the parts didn't exist, and at the time I didn't have the skills to make them.  I believe now I do, and I will be making the attempt later on.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #3 on: July 29, 2010, 11:43:31 am »
Oh, P.S.

The poly count on this model is no where near SFC friendly.  I figure this ship will be mainly for eye candy purposes.  My eye candy.  :-D
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Offline Dizzy

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Re: U.S.S. Resurrection...again.....
« Reply #4 on: July 29, 2010, 04:40:19 pm »
Oh, P.S.

The poly count on this model is no where near SFC friendly.  I figure this ship will be mainly for eye candy purposes.  My eye candy.  :-D

Nice ship and thanks for telling us its high poly. I hate model makers who release super high poly models and dont warn us. Naive users DL them and then cause all sorts of PvP problems.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #5 on: July 29, 2010, 09:28:13 pm »
Well I wasn't gonna let people think this was gonna be SFC friendly.  However, in the defense of some modelers these days, the old conventions that anything over 6k polys is too high is really outdated, and models ranging around the 9-10k area are perfectly fine for even systems 3 years old.
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Offline Dizzy

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Re: U.S.S. Resurrection...again.....
« Reply #6 on: July 29, 2010, 11:33:09 pm »
Not true. You arnt thinking about 3v3 with planets, sun, drones, mines, explosions, shuttles, fighters, PF's, seeking plasma and scatterpacks. Games that lag cause players to 'skip' where players 'think' they are and begin to 'jump' in range and arc around them. It creates a player that cant run missions on the frontline. And for what? So he can have pretty models?

Keep them under 6k please. No reason to go over that. The game engine cant scale beyond 16001200 resolution anyway, and at that resolution the ships are too tiny to see and without LOD's they KILL framerate.

Offline GotAFarmYet?

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Re: U.S.S. Resurrection...again.....
« Reply #7 on: July 30, 2010, 12:13:44 am »
The texture sizes and DPI are the primary killers, turn the file from BMP to PCX, or the BMP to the same settings as PCX, and you will see a vast improment. LODs if they use reduced textures for both size and resolution will help even more, if they are assigned the primary textures then they do not help much at all. This also is known the game doesn't show the true colours in a BMP it only renders in a 8-bit version, wasting computer cycles if it is over a 8-bit incoded file for textures.

Cent,
Can not say I am a fan of the impulse engine the two levels close together just don't look right to me. I would smooth out the rear section making it one plane and experiment with trapizods and a u shape to connec them to try to stay with a pattern that matches the triangle dome concept
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #8 on: July 30, 2010, 03:14:52 am »
Na, I like the impulse engine design.  I went through several different looks and implementations, and I really like this design.  That's why I kept it.  However, with that said, once this ship is completed, and hopefully that'll be soon (I NEED A FREAKING MAPPER), I'll release the ship for rendering purposes in her current high poly form, and should someone want to do a poly chop to make her a bit more game friendly, they can also modify the impulse engine design as well, since I'm not opposed to seeing different concepts.  Just for me right now, I like the impulse engine design.
« Last Edit: July 30, 2010, 03:27:52 am by Centurus »
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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #9 on: July 30, 2010, 08:52:12 am »
Just how high is the poly count? The ship might be good for Legacy and BC as is.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #10 on: July 30, 2010, 12:46:34 pm »
Not sure of the poly limit  for Legacy, but for BC, yeah this ship will work as is for BC.  I'm estimating that since I last checked the poly count, taking into consideration I've done quite a bit more, I'm estimating the ship is around the 20-22k poly range right now.
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Offline Wicked Zombie

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Re: U.S.S. Resurrection...again.....
« Reply #11 on: July 30, 2010, 09:02:43 pm »
And for what? So he can have pretty models?

Yup.
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Offline Dizzy

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Re: U.S.S. Resurrection...again.....
« Reply #12 on: July 30, 2010, 09:27:49 pm »
And for what? So he can have pretty models?

Yup.

I'm on ya'lls turf bitching. And who the hell am I to bitch at you guys on your forum? Right? I know you dont want to hear it o' model gods, but tis true that sfcop in game performance is impacted across multiplayer for higher poly models and users, being blinded by the beauty of your godlike ship making skillz stick them in their model folders, run a single player mission to see if they work and they usually do, then wonder why they lag and are causing 'skipping' in multiplayer.

So for the sake of my sanity and those that still play D2/3, please, for the love of the game, let players know if your models are poly friendly for an old game. That's all Im askin!

And so not to hijack this thread, this model's lack of a concave recessed surface on the bottom of the saucer makes it 'feel' too heavy, or seem too massive for the rest of the model, imo. Also, I dislike the triangles on the top of the impulse unit. Really hate it actually. The impulse exhausts are cool... The rest of the model really rocks. I like it overall, just those two issues for me.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #13 on: July 30, 2010, 11:51:01 pm »
In my defense, I couldn't go with a concave recess in the bottom of the saucer, due to the fact that I wanted phaser arrays on the ship instead of phaser turrets.  I tried to design the saucer to be a little practical in that respect, thinking that there would be some internal space needed to house those phaser controls.  I know, a Connie without a concave recess does look really odd.  I feel the same way.

The triangles, I like.  I felt a Connie without something like an impulse control crystal dome would be naked, but I didn't want to just make a dome, so I remembered what WZ did on his Sorcerer, he made a unique shape and had them recessed.  So when F_W helped me brainstorm, I liked the results.
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Re: U.S.S. Resurrection...again.....
« Reply #14 on: July 31, 2010, 12:19:22 am »
Screw poly , the ship is damn sweet  :notworthy: :notworthy:!! If one needs game frendly they can make it on their own ,read tutes , go to school and or do homework . As they say do it yourself if you dont like the results. :D
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Offline Dizzy

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Re: U.S.S. Resurrection...again.....
« Reply #15 on: July 31, 2010, 01:28:53 am »
In my defense, I couldn't go with a concave recess in the bottom of the saucer, due to the fact that I wanted phaser arrays on the ship instead of phaser turrets.  I tried to design the saucer to be a little practical in that respect, thinking that there would be some internal space needed to house those phaser controls.  I know, a Connie without a concave recess does look really odd.  I feel the same way.
Ok, fair nuff, but heres how I see it. What uve done is to make the saucer and even the neck pylon thicker stronger tougher lookin. Thats cool. But the warp pylons and the aft hull dont match. They are of the more spindly looking connie class. I'd recommend making the Hull wider... And mb making the warp pylons look stouter. Thats be more in line with what youve done to the rest of the ship, imo.

Quote
The triangles, I like.  I felt a Connie without something like an impulse control crystal dome would be naked, but I didn't want to just make a dome, so I remembered what WZ did on his Sorcerer, he made a unique shape and had them recessed.  So when F_W helped me brainstorm, I liked the results.
Well, I understand the need to do it differently, but I just dont yet see how that design aesthetically compliments the ship just yet. I'll refrain from making anymore disputatious comments on it till its got a coat of paint.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #16 on: July 31, 2010, 01:32:20 am »
I didn't want to change too much of the design of the class.  I've seen various TNG-era Connie concepts, and I felt that something that's a bit more mild was better than any drastic changes.  However, that's not to say that the changes I made aren't drastic in and of themselves.

I gotta post the images that MeteoraFallen had been playing with that shows the potential of the ship.  In fact, I'll do that in a bit.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #17 on: July 31, 2010, 01:42:20 am »
Ok, here are ortho images that MeteoraFallen was playing around with, cause he was curious to see what the ship might look like once the ship is finished, mapped, and textured.  Keep in mind, THESE ARE CONCEPT IMAGES.  Not renders of the ship with textures.  Also, because they're concept images, they don't have any aztec patterns, right now anyway.
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Re: U.S.S. Resurrection...again.....
« Reply #18 on: July 31, 2010, 07:02:21 am »


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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #19 on: August 01, 2010, 03:16:56 pm »
Ok, mesh wise, this model is done.  Nothing left to make on the model, at least nothing that can't easily be compensated with using textures.  I changed the mesh color to a light gray.  I was getting a little sick of the blue personally and wanted a change.

Now, the search for a mapper commences.

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Re: U.S.S. Resurrection...again.....
« Reply #20 on: August 01, 2010, 03:18:35 pm »
Damn, cent, You've gotten good at modelling :-)
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #21 on: August 01, 2010, 03:21:08 pm »
Damn, cent, You've gotten good at modelling :-)

Don't say that just yet.  When I make a half way decent Sovereign, then you can say that.  Hey, wanna help mapping this lady????? 
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Re: U.S.S. Resurrection...again.....
« Reply #22 on: August 01, 2010, 03:21:59 pm »
I'm hip deep in the MMO project. I haven't even installed max since my last format three weeks ago :-/
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #23 on: August 01, 2010, 03:23:19 pm »
I'm hip deep in the MMO project. I haven't even installed max since my last format three weeks ago :-/

 :( :'(
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Offline GotAFarmYet?

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Re: U.S.S. Resurrection...again.....
« Reply #24 on: August 01, 2010, 06:35:23 pm »
Damn, cent, You've gotten good at modelling :-)

Don't say that just yet.  When I make a half way decent Sovereign, then you can say that.  Hey, wanna help mapping this lady?????

Cent isn't it against froum rules to post pictures of naked ladies?
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #25 on: August 01, 2010, 10:40:04 pm »
Damn, cent, You've gotten good at modelling :-)

Don't say that just yet.  When I make a half way decent Sovereign, then you can say that.  Hey, wanna help mapping this lady?????

Cent isn't it against froum rules to post pictures of naked ladies?

Ummm...I think in my case they'll let me post nude pictures of anything except myself.
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Offline Magnum357

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Re: U.S.S. Resurrection...again.....
« Reply #26 on: August 02, 2010, 03:41:41 pm »
Excellent model.  Trust me, I've seen FAR worse.   :-\
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Re: U.S.S. Resurrection...again.....
« Reply #27 on: August 03, 2010, 06:18:39 am »
Excellent model.  Trust me, I've seen FAR worse.   :-\

 ;D ;D
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Re: U.S.S. Resurrection...again.....
« Reply #28 on: August 18, 2010, 03:55:49 am »
You should show them the MSD... Or better yet I will XD
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Offline atheorhaven

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Re: U.S.S. Resurrection...again.....
« Reply #29 on: August 18, 2010, 04:03:20 pm »
That's a damn sweet MSD.  That's one area I'd *like* to learn to do..  but don't even know where to start..  :buck2:
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Offline markyd

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Re: U.S.S. Resurrection...again.....
« Reply #30 on: August 28, 2010, 12:56:16 pm »
Unify the mesh mate, and I will map it for you.

(im not gonna map an un unified model)

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #31 on: August 28, 2010, 01:16:10 pm »
Then it's not gonna get mapped then.  I am not gonna unify the mesh.
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Re: U.S.S. Resurrection...again.....
« Reply #32 on: August 28, 2010, 01:21:39 pm »
Im not going to sing your praises with the Violins, but you have come a long way, unifiied meshes are a pain, technical and are an art. YOU need that skill so learn it!!   Once you do, mapping to your mesh will be perfect and error free  8)

Dont give up now..  ;)

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Re: U.S.S. Resurrection...again.....
« Reply #33 on: September 14, 2010, 10:01:23 pm »
Unifying meshes also make it a pain to kitbash with. I know it's strengths, but I can understand why a lot of people don't like doing it.
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Re: U.S.S. Resurrection...again.....
« Reply #34 on: September 14, 2010, 10:36:19 pm »
Unifying meshes also make it a pain to kitbash with. I know it's strengths, but I can understand why a lot of people don't like doing it.
Would this be welding/merging of mesh parts to make a single hollow in center model?  If so even pros dont do it on ALOT of game meshes. Look at stock legasy and Bc models not ALL of them are perfect holllow centerd . Proof is in the pudding/mesh  :P
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #35 on: September 14, 2010, 11:26:57 pm »
I started out as a kitbasher.  Even though to some degree I can't think like one anymore, I know what it was like for me coming on parts I couldn't use cause of holes due to unified components.  There are a few holes in this ship, but only where necessary.  If somenone were to use this ship for kitbashing, I'd like for them to be able to have quite a few viable components.
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Re: U.S.S. Resurrection...again.....
« Reply #36 on: September 23, 2010, 01:54:57 pm »
Unifying meshes also make it a pain to kitbash with. I know it's strengths, but I can understand why a lot of people don't like doing it.
Would this be welding/merging of mesh parts to make a single hollow in center model? If so even pros dont do it on ALOT of game meshes. Look at stock legasy and Bc models not ALL of them are perfect holllow centerd . Proof is in the pudding/mesh  :P

Good model Centurus.

Kreeargh, the reason professionals do not do it is because of 2 reasons;

   1. Time limitations on the project

   2. Because the mesh does not need it and has animation involved or acceptable facial collisions.

Personally I prefer unified as it shows a huge talent, but I can see the advantage in them not being that way in certain circumstances. 

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Re: U.S.S. Resurrection...again.....
« Reply #37 on: September 24, 2010, 03:04:09 am »
So what happened with this one?

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #38 on: September 24, 2010, 05:28:23 pm »
No mapper mainly.  Plus, I haven't had much time on the main computer due to school.  This theatre class I'm taking is really taking a lot of my time, and I'm also struggling to not fall behind in my real estate class.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #39 on: April 22, 2011, 08:11:42 am »
HOLY THREAD REVIVALS!!!!

Well, it's been almost a year since I last made a post, but now there's something worth posting about.

With the help of WileyCoyote, the ship is now mapped, and with the help of Bones, she's almost completely textured.  I've been holding off on posting updates till the textures were more or less completed.

Here she is, U.S.S. Resurrection, NCC - 1796, with textures 99% completed.

P.S.

Images courtesy of Bones himself.









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Re: U.S.S. Resurrection...again.....
« Reply #40 on: April 22, 2011, 02:55:58 pm »
Holy crap that looks good!
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Offline Fedman NCC-3758

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Re: U.S.S. Resurrection...again.....
« Reply #41 on: April 22, 2011, 03:18:53 pm »

The textures are excellent.

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Offline atheorhaven

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Re: U.S.S. Resurrection...again.....
« Reply #42 on: April 22, 2011, 04:47:51 pm »
Looking good so far, illimination textures are underway as well?
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #43 on: April 22, 2011, 05:37:36 pm »
Yep.  There are a couple things still left to fix on the textures themselves, but Bones is already working on the lightmaps.
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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #44 on: April 22, 2011, 06:26:32 pm »
Oh I so want this model :rwoot: How many mesh groups she have right now?

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Re: U.S.S. Resurrection...again.....
« Reply #45 on: April 22, 2011, 10:27:29 pm »
Mesh groups?  You mean independent objects?  Not sure.  I think somewhere around 12-15.  It's not a unified mesh.  The ship though is 26k polys.  She's my baby, so I didn't want to do any poly chopping.
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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #46 on: April 24, 2011, 08:31:38 pm »
Not bad. How many textures?

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #47 on: April 25, 2011, 04:18:59 am »
Don't know yet.  I'll ask Bones.
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Offline GotAFarmYet?

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Re: U.S.S. Resurrection...again.....
« Reply #48 on: April 26, 2011, 01:27:04 pm »
She seems to be coming along nicily Cent.
The mapper did a really good job as i don't see any distortion in the textures, as bones is doing allot of detail work that would be hard to hide.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #49 on: April 26, 2011, 02:05:16 pm »
Wiley made a TMP Connie a while ago, and his mapping was exceptional, and I asked him to map the Resurrection in the same manner.  And you're right, the mapping is great.  Bones has commented that the mapping makes detailing the textures very easy.

Oh, and there are 6 textures total, 5 textures at 2048x2048 and 1 8x8 texture for the phasers.
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Re: U.S.S. Resurrection...again.....
« Reply #50 on: April 26, 2011, 02:58:45 pm »
I'd love to see how Wiley unwraps stuff.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #51 on: April 26, 2011, 03:17:03 pm »
I'd love to see how Wiley unwraps stuff.

I can always ask Bones if he can send me the proto textures to show how the ship is unwrapped.  Hopefully he still has them.
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Offline atheorhaven

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Re: U.S.S. Resurrection...again.....
« Reply #52 on: April 26, 2011, 09:51:27 pm »
Also covetting those.  ;)
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Offline GotAFarmYet?

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Re: U.S.S. Resurrection...again.....
« Reply #53 on: April 27, 2011, 01:28:52 am »
I'd love to see how Wiley unwraps stuff.

me too, would also like to see the texture build files.
we all have different ways and approaches, wondering if he has a easier way than me
People always said they wanted the government to listen to them and now the government is listening, taking notes and names...and coming to see you soon!

America-Not the land of the free anymore...
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #54 on: April 27, 2011, 02:12:50 am »
I'd love to see how Wiley unwraps stuff.

me too, would also like to see the texture build files.
we all have different ways and approaches, wondering if he has a easier way than me

Well you could always see when Bones is available and the two of you can kinda talk over your different techniques.  :-) 
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #55 on: June 20, 2011, 10:44:22 pm »
With a couple minor issues concerning lightmaps and some texture tweaking, she's done.  Registries and renders by yours truly.  Her poly count is 26k, so not exactly viable for SFC game use.  However, I will release the ship in a MAX 9 format here on the forums soon enough.

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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #56 on: June 21, 2011, 12:38:14 am »
She is gorgus :)

Offline atheorhaven

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Re: U.S.S. Resurrection...again.....
« Reply #57 on: June 21, 2011, 08:58:20 am »
Totally, well done man.. :)

All you need to do now is map these textures to one of WZ's meshes for SFC game play and you're good to go.  >=)

(teasing, I know that you're not wanting to redo all that).  ;)
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #58 on: June 21, 2011, 09:51:55 am »
Totally, well done man.. :)

All you need to do now is map these textures to one of WZ's meshes for SFC game play and you're good to go.  >=)

(teasing, I know that you're not wanting to redo all that).  ;)

Also considering I can't map still.  :-p  However, you do make a good point, this ship should be in SFC.  I was actually thinking about that while I was making her, but decided to myself this was my lady, and I wanted her to look smooth.  I accomplished that easy enough!!  :-)  I suppose if someone were to do some poly reduction on the ship to get her SFC ready, I would be ok with that, so long as I inspected the ship before it was released.
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Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #59 on: November 17, 2011, 08:06:32 pm »
I know, HOLY sh*tE!!  THREAD REVIVAL!!!  Anyway, this ship's been kept on the back burner in terms of progress and release due to some issues.  I'm happy to say that the release is coming soon, and I want to see who on these boards, preferably someone far more experienced than I am and someone that I respect, would be willing to take the model and do some poly reduction on her to get her SFC ready.  I know the majority of polys are in the warp engines and saucer.

Anyway, if anyone's interested, let me know.  But keep in mind, still haven't figured out why my models have smoothing errors when porting, so whoever takes on the task will probably also have to deal with it. 
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Offline Starforce2

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Re: U.S.S. Resurrection...again.....
« Reply #60 on: November 25, 2011, 10:51:40 pm »
could I mod this for BC as-is? If you can even get this in mod formatt at 26k? It looks sweet the way it is  :smitten:

Offline [UFP]Exeter

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Re: U.S.S. Resurrection...again.....
« Reply #61 on: November 26, 2011, 12:02:21 am »
I like it the way it is.  I would like a high poly model to do some tests with.  I am trying to determine the realistic poly count for gaming, but more modern hardware etc.  I have read 7k but I think it can go higher, depending on the number of players.

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #62 on: November 26, 2011, 03:06:39 am »
@Starforce, the BC release will be at the full 26k poly count.  I've got Dawg heading up a team right now getting her specs and such sorted out.  Just waiting on them.

@Exeter, I'll be releasing a MAX version of the ship at the same time the ship is released for BC.  Hopefully that'll happen before Christmas. 
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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #63 on: November 26, 2011, 11:43:44 am »
If I can do a lower poly version for A2 can I use her textures?

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #64 on: November 26, 2011, 01:17:20 pm »
If I can do a lower poly version for A2 can I use her textures?

If you know someone trustworthy that can do poly chopping, you can use the whole thing, just make sure to have a version with around 11-12k polys for SFC use.  I can do the work myself, but I know I'd be lazy about it, cause I wouldn't want to destroy the detail I put into it.  That doesn't mean I won't try it myself though.  I can see if I can do it.
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Offline Starfox1701

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Re: U.S.S. Resurrection...again.....
« Reply #65 on: November 27, 2011, 09:48:12 am »
I'd be willing to take a stab at it :)

Offline Centurus

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Re: U.S.S. Resurrection...again.....
« Reply #66 on: January 10, 2012, 08:59:29 am »
The ship's finally been released over at BCFiles.com.  If anyone wants a MAX 9 version for rendering, let me know.  Oh, and this is an ingame shot from BC made by Tally.

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