Page 2 of 4
Posted: Mon May 19, 2008 10:26 pm
I will do whatever it takes to make that count. Thank you for approving of the design!!! This totally made my day.
...45 minutes later...
Okay, it's just over 2500 now, and looking like I'll have to remake a few figures from scratch but oh well. I just wanted to know, is it 2200 including Borg chunks or excluding them? (Which brings up another, more interesting question: how would the Borg assimilate Breen when they don't have any blood? Something to think about, I guess.)
Posted: Tue May 20, 2008 8:58 pm
I'm sure the borg will adapt after all it's part of their job description.
Off Topic: Hey Adam just to let you know i am still around and the scimi is looking nice just have a crazy schedule and very little time due to general university and life stuff which is why i am writing this at 2am shortly before going to bed for 6 hours to get and do more work... anyway if there is any meetings happening just gimme a date and ill do my best to be there.
Posted: Tue May 20, 2008 10:48 pm
Sounds like my life up until last week. You have my sympathy (not to be confused with pity). You're right, the Borg would find a way (maybe nanites with little propellers that fly rather than swim, or whatever). Maybe some time I should open this issue to additional consideration in the General Chat forum (I could include additional conundrums, such as how the Borg could adapt to assimilating Tholians).
...A few hours later...
Well it took some doing but the final grand-total polycount is 2175! It doesn't look very different at all, except that it's also partially textured at this point. I was wondering, for those who use Milkshape as their primary modeling program, is there a way to actually collapse several vertices into one, because I found that Snap Together only brings each vertex to the same coordinates, it doesn't actually combine them. I had to do all of my combining by putting the model back into Gmax. At any rate, I'll provide some pictures once fully textured.
Posted: Thu May 22, 2008 11:50 am
2175 is fine, the largest models in Future Tense at the moment is the Federation's 5th shipyard (Seen in Nemesis) which is around 2350 and the Scimitar which is just under 2200. So 2175 I wont lose too much sleep over lol
Can't wait to see the final thing
Posted: Thu May 22, 2008 11:04 pm
I might be able to get it even lower because there may have been some vertices that were snapped together but forgot to combine, but I'm glad 2175 is satisfactory. I worked on texturing the ship a bit before I went to work today. Here's a picture. I spunked it up and made it into more of a poster than just a sample pic. The cannons are using a picture of the real Breen torpedo launchers at the moment; I will redraw them later. The windows part has to be done over as well, as I used a texture from a model I downloaded of the Recusant Commerce Guild Destroyer. I'm going to be adding additional detail to all texture areas other than the main body later on. I also think I'm gonna make most of the texture a little darker (ImageReady always makes everything brighter than it's supposed to be).
" ALT="breen battleship">
The green glowies on the tips of the nacelles and the 'spine' I intended to be multi-targeting disruptor arrays (a new technology for the Breen to show advancement over the 30 years.) Please let me know if that's okay.
Posted: Fri May 23, 2008 8:22 am
Looks good, only jip with it I have is the texture resolution. On Average Future Tense Models use between 3 - 6 512*512 texture maps (and then the same in lightmaps). at the moment it looks like its on a 256. Try seperating elements and texturing them individually and spread over multiple materials, that way you can pump it full of detail both texture wise, and mesh wise.
The overal design is very nice though
, gets my vote lol.
But yeah, I'd try upping the texture quality so that you have a high texture, for a high end model else it could be 5000 polies and still look like something stock armada would have in it ya no
Posted: Fri May 23, 2008 10:58 am
Okay I changed the textures from 256 to 512. I don't know how you could tell it was 256 just by looking at it! Sorry I didn't have them that way to begin with, but 512 textures have never worked on Armada for me so I didn't even consider it. I added a fair amount of detail and finally got around to redrawing the torpedo cannons, which were a major detraction from the rest of the model. You can see the updates in the picture I posted above, which I have updated. Hopefully I'm getting fairly close to being done with this thing so I can move on to trying my hand at the Destroyer and all of the stations (these will be my first station models, so don't get your hopes up.)
Posted: Sun May 25, 2008 12:49 am
Here is a picture of the Dominion Battlecruiser I have made a bit of. The wings still need work, and some nacelles attached, but I haven't posted in a while and thought you might like to see how it's coming along.
Posted: Sun May 25, 2008 5:52 am
Okay I changed the textures from 256 to 512. I don't know how you could tell it was 256 just by looking at it!
You can tell by the 'blur-factor' IE the low quality of detail on it as there is so much you can squeeze onto a single 256 map lol
Sorry I didn't have them that way to begin with,
Hate the word sorry lol - you didnt realize so how were you to know? lol
but 512 textures have never worked on Armada for me so I didn't even consider it.
Ensure they are uncompressed and they should work, as long as the amount is a binary number you can have whatever size. The Sernaix use 1024x1024 textures lol
I added a fair amount of detail and finally got around to redrawing the torpedo cannons, which were a major detraction from the rest of the model.
You can see the updates in the picture I posted above, which I have updated. Hopefully I'm getting fairly close to being done with this thing
The resolution is still the same because you have scaled it up lol. What I'd do personally is create a hull plate texture of 512 and split the model into chunks. If you supply me with a spec view of the revised model without textures I'll show you. With something this big you are looking at possibly 4-5 Texture maps. If it was something small like a Sabre or a Bird of Prey then fine but cause this is pretty big it needs to be in high detail like some of the other models in FT like the Romulan Warbirds or the Scimitar ya no? Send over some spec shots and I'll grid map it for you and post so you can see what i'm talkin about in more detail. That way you arent restricting yourself. What are you using to model Milkshape?
so I can move on to trying my hand at the Destroyer and all of the stations (these will be my first station models, so don't get your hopes up.)
Define 'all the stations' and 1 thing I cannot stand is people downgrading or compairing themselves to other modelers so getting your hopes up is a pile of shite lol. All I ever ask people on the Future Tense team is to put in as much as they can. Yeah its widely known I'm a perfectionist but as long as you put in 100% I'm not going to say its "poop, next!" What I'd do is draw a few concepts down and then build the best one - or in some cases I have done stations, merge them all into one lol (new fed yards are like that lol)
I'm happy with the model, looks great you obviously have a knack at doing which is great and I'd be happy to help you out in perfecting by aiding with textures and showing you the 'tricks' of doing things if you want it. (Just ask) If not cool. The only thing making me cringe is the texture resolution at this point, needs to be a lot sharper and a lot more detailed. Then we can worry about removing the texture stretches on the sides of the hull. 1 Thing that does puzzle me is - what is that blue thing on the right hand side of the model?
Posted: Sun May 25, 2008 5:55 am
Here is a picture of the Dominion Battlecruiser I have made a bit of.
A very nice start too...
The wings still need work, and some nacelles attached, but I haven't posted in a while and thought you might like to see how it's coming along.
... I can sorta see where you're going with it's design, looks good so far, but agreed with the wings, needs some sorta low hanging wings with a design that'd strike terror into their enemies
But you can see the design lineage in your model so far which is good and what I'm after so a player can distinguish that its Dominion. Well done
can't wait to see it finished
Posted: Sun May 25, 2008 11:48 pm
I will be sure to watch my language from now on
. The stations that I meant when I said "all the stations" was just the Breen ones. It's more or less a goal of mine to give you guys a model for consideration for each requested Breen unit. When I said not to expect much it was mostly out of an uncertainty I have about making stations, because it is new for me and at the moment I really can't think of ANY designs for a fixture in space (much less anything that looks Breen, because as far as I know no stations of theirs were ever shown, and I really can't think of how to apply their signature asymmetric-ness to a fixture.) Drawing first as you suggested could really help, though, but I'll have to see. I'll get the spec shots you requested in a while; will be happy to learn anything you can teach me about texturing. I agree that the texture stretching over the sides absolutely has to go. I don't have handy access to my model right now, though. I make my models with Gmax but everything after the initial creation of the model is entirely Milk, in response to your first question on the last post. The blue thing, in response to the second, is meant to be the deflector (at least, I think that that was the purpose it served on the only canonical Breen ship, which had a horizontally oriented blue thing on the underside.)
Posted: Sat May 31, 2008 1:32 am
Now that I am able, I was wondering exactly how you would like the requested spec shots (shaded with wireframe overlay, multiple shot angles of each individual figure, etc.). I also kind of wondered if shots of my current texture layout might prove helpful somehow. Plus, in my testing of the model, I wondered if you were planning on overseeing the creation of the skeleton or if you wanted me to do it, because I of course would love to handle that step as well, except that I find that I don't know how to make weapons face directions other than forward. I read that you can rotate a parent joint attached to the weapon hardpoint to get it to face the desired direction, but I find that even though the weapon hardpoint still goes by the same name the game won't use it.
In addition, I finally gained some confidence in making stations when at last I came up with a good working concept for a Breen starbase. I'll post a shot or two in the morning, but right now I could use some sleep.
PS. Saw the updated ingame photos and I have to say... nice! What amazes me most again and again about FT is its ability to not only defy the known limitations of Armada but do it in such a stylish, pizzazzy way. The dual-shipyard blows my mind for this reason.
Half a day later...
Pictures of Starbase and Destroyer with poly totals.
Where to find....
Posted: Mon Jun 09, 2008 2:27 pm
Does anyone know where i can find some new imaging software for my computor. My old one finally died, and i'm haveing problems finding a new one. I want to help you design those ships
Posted: Thu Jun 12, 2008 12:04 am
Sorta depends on what your old equipment was
. I'd do a google for gmax, as it is free and as far as I'm concerned a good program with just a few glitches. Unfortunately, to make anything that Armada can use, you'll need another program (cost-effective Milkshape or expensive 3DS-Max) or you could just find a way to get it to one of those of us who can convert models for you. You've probably used one or more of the above programs, but I have told you all that I know and I hope it helps somehow.
Posted: Sat Jun 21, 2008 12:26 am