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 Post subject: 3D Ship Model
PostPosted: Sat Jan 19, 2013 8:40 am 
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Space Krill

Joined: Sat Jan 19, 2013 8:19 am
Posts: 2
Hi. I've been following this project for some time now and I would like to contribute something to it. The quality and progress on the game is amazing - thanks for doing this :)

I know a little bit about 3D modeling and I would offer to model one of the ships (for starters). I wouldn't mind trying one of the Eaxaw Ships if they have not yet been built. I really like the concepts.

However, there are a few questions I couldn't find answers to.

- a poly count for a ship (i found the word reasonable - but could you be more specific)?
- what's the map size for the textures?

Let me know what you guys think.

Cheers.


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 Post subject: Re: 3D Ship Model
PostPosted: Sat Jan 19, 2013 3:23 pm 
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Programming, Design, and De Facto Lead
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Joined: Wed Oct 08, 2003 1:33 am
Posts: 7891
Location: Vancouver, BC
If this post / thread aren't specific enough, have a look at what's already in default/data/art/combat/meshes and do something similar.


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 Post subject: Re: 3D Ship Model
PostPosted: Sat Jan 19, 2013 8:27 pm 
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Space Krill

Joined: Sat Jan 19, 2013 8:19 am
Posts: 2
Alright, thanks. Can you tell me how can I read the .mesh files? Maya doesn't seem to recognize the format.

I started sketching a first draft of the design I liked most. Trying to find a way to get the hard surface stuff done without modeling everything. Will continue next weekend.

Attachment:
File comment: Eaxaw01
Eaxaw001.jpg
Eaxaw001.jpg [ 161.41 KiB | Viewed 248 times ]


And a concept where I would like to take it. Probably not worn/pieced together enough yet.

Attachment:
File comment: EaxawConcept
Eaxaw002.jpg
Eaxaw002.jpg [ 171.95 KiB | Viewed 247 times ]


Cheers.


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 Post subject: Re: 3D Ship Model
PostPosted: Sat Jan 19, 2013 8:44 pm 
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Programming, Design, and De Facto Lead
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DNA wrote:
Can you tell me how can I read the .mesh files? Maya doesn't seem to recognize the format.
You'd best ask google or a 3D modelling forum about that. A quick attempt at the former appeared to suggest a few options.


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 Post subject: Re: 3D Ship Model
PostPosted: Sat Jan 19, 2013 9:09 pm 
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Design & Graphics Lead
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Location: USA — midwest
Unfortunately i have no 3D tech skills, so i can't answer wholly 3d questions.

Your example looks very promising. Small details are fine, especially when you have a strong silhouette, which you do here. -- but i'd caution you to keep in mind that the ships will usually be seen at a much smaller size, so don't get too focused on the trees and forget the forest.

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 Post subject: Re: 3D Ship Model
PostPosted: Mon Jan 21, 2013 12:44 am 
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Space Floater
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Joined: Thu Jan 26, 2012 8:40 pm
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Location: Eridanus Supervoid
Nice work, very promising!

I don't see there being a 3D starmap/battle-system anytime soon (amirite?), so if making these meshes look good as 2D renders is more straight forward, then you could focus on that and not worry about polygon budget, baking, etc. right now.

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 Post subject: Re: 3D Ship Model
PostPosted: Mon Jan 21, 2013 8:11 am 
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Programmer and Packager
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Joined: Wed Nov 16, 2011 12:56 pm
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Location: Sol III
Adrian wrote:
I don't see there being a 3D starmap/battle-system anytime soon (amirite?)
Most likely. Due to a lack of a sufficiently capable Ogre programmer tactical combat is on hold indefinitely... :(


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 Post subject: Re: 3D Ship Model
PostPosted: Mon Jan 21, 2013 11:22 pm 
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Design & Graphics Lead
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P.S. don't worry about this thread.
Even if there is no need for an Eaxaw ship, this will work great for an asteroid ship, which will be in the game in some form.

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—• Design Philosophy

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