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 Author ICC destroyer model
Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-02 14:11   
834 poly, unoriginal textures (since i dont have them obviously)
yet to be modified a bit.






[ This Message was edited by: Ravendark on 2013-12-02 14:13 ]
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Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2013-12-02 16:53   
wow ! looking at that model should scare the poo outta the luthies AND ugto......



****PEACE****


btw i like it........
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1st recorded subscription activation 8-17-01 (under a different name & email)
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  Email Fatal Mack Bolan(WildCards_58th)*COM*
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-12-02 17:31   
To me it'd more fitting as a Frigate, it looks too fragile to be a Destroyer.

It is a nice looking model though.
[ This Message was edited by: Talien on 2013-12-02 17:31 ]
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2013-12-02 20:18   

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-12-03 01:53   
Looks pretty sleek... and slick.

Nice job.


Just some advice: Try to break up the polygonal shapes a bit. Don't be afraid to spend a few more polys to give some protrusions/recesses, and perhaps a mix of curved and angular shapes to make it more "realistic" or detailed.

I know some people will say that you can use textures to make a model seem more complex than it actually is. But I believe that you still need a good basic shape/form as a foundation.
[ This Message was edited by: Kenny_Naboo on 2013-12-03 02:24 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2013-12-03 04:49   
Quote:
On 2013-12-02 16:53, Fatal Mack Bolan(WildCards_58th)*COM* wrote:
wow ! looking at that model should scare the poo outta the luthies AND ugto......



In what world do UGTO and K'Luth feel anything remotely resembling a "scare" when seeing an ICC destroyer?
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-03 05:31   
Quote:
On 2013-12-03 01:53, Kenny_Naboo wrote:
Looks pretty sleek... and slick.

Nice job.


Just some advice: Try to break up the polygonal shapes a bit. Don't be afraid to spend a few more polys to give some protrusions/recesses, and perhaps a mix of curved and angular shapes to make it more "realistic" or detailed.

I know some people will say that you can use textures to make a model seem more complex than it actually is. But I believe that you still need a good basic shape/form as a foundation.
[ This Message was edited by: Ravendark on 2013-12-03 06:09 ]



its already bit too much poly for a dessy, isnt it?
i know there should be a limit and im planning to improve it to the point that it could be put in game.
thank you for usefull feedback kenny who da man, who da man?


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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-12-03 07:09   
I really like the overall design. Especially those sail-like fins.
You just need to break up the hull shape a little from the polygonal feel.


[ This Message was edited by: Kenny_Naboo on 2013-12-04 02:28 ]
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2013-12-03 08:36   
To me thats a really low poly count...

If I remember correctly, the Bengal carrier in StarCitizen is pushing 8 Million tris... which is a good ~2 million polys?

Which terrifies me but ~900 polys also seems too little?

[ This Message was edited by: -Shadowalker-™ on 2013-12-03 08:37 ]
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-03 08:59   
i know, shadowalker. its still in early stage and i dont think its good to start with high poly, because poly count will skyrocket faster that you can realize it. updated version may come up in few hours.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-03 10:45   


some changes. no new textures tho.
1231 poly. aprox 1500 is estimated for a dessie.
its also made to fit 'green rigns' better.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-12-04 02:33   
Let me provide you an example about going beyond basic polygonal shapes in your designs.

I have here with me the mesh of the M421 Strike Carrier. It's basically a big box, but with parts of it subdivided and extruded, stretched, extended, carved, bent, etc etc. You get the picture.

https://www.dropbox.com/s/3z59fp168f9vfs0/M421_WIP4.jpg


Besides just using a basic box or cone, you should also manipulate the individual vertices or faces. Pull them about in each axis to see how your hull shape evolves.

You might be surprised just how you discover a new shape just by moving the parts about.



Oh yes, I forgot. Most, if not all, game engines require that each of your individual faces are restricted to 3 and 4 sided polys. So you'll notice that you have to "cut" up certain faces like a pentagon... five sided... into two separate polygons.

[ This Message was edited by: Kenny_Naboo on 2013-12-04 02:42 ]
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-04 07:03   
Quote:
On 2013-12-04 02:33, Kenny_Naboo wrote:
Let me provide you an example about going beyond basic polygonal shapes in your designs.

I have here with me the mesh of the M421 Strike Carrier. It's basically a big box, but with parts of it subdivided and extruded, stretched, extended, carved, bent, etc etc. You get the picture.

https://www.dropbox.com/s/3z59fp168f9vfs0/M421_WIP4.jpg


Besides just using a basic box or cone, you should also manipulate the individual vertices or faces. Pull them about in each axis to see how your hull shape evolves.

You might be surprised just how you discover a new shape just by moving the parts about.




thats how i start every model, a box or just a plane then build the foundation of model. adding additional objects wings, details. for easier modification.
so if i understand this correctly, that cruiser is just one big object?
you've done that without adding any other objects to it or going ape-sheet-boolean on it?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-12-04 07:34   
Quote:
On 2013-12-04 07:03, Ravendark wrote:
Quote:
On 2013-12-04 02:33, Kenny_Naboo wrote:
Let me provide you an example about going beyond basic polygonal shapes in your designs.

I have here with me the mesh of the M421 Strike Carrier. It's basically a big box, but with parts of it subdivided and extruded, stretched, extended, carved, bent, etc etc. You get the picture.

https://www.dropbox.com/s/3z59fp168f9vfs0/M421_WIP4.jpg


Besides just using a basic box or cone, you should also manipulate the individual vertices or faces. Pull them about in each axis to see how your hull shape evolves.

You might be surprised just how you discover a new shape just by moving the parts about.




thats how i start every model, a box or just a plane then build the foundation of model. adding additional objects wings, details. for easier modification.
so if i understand this correctly, that cruiser is just one big object?
you've done that without adding any other objects to it or going ape-sheet-boolean on it?




Oh of course not. The main hull.is one large object. The rest of the stuff like the wings, bridge, nacelles and whatnot are separate elements ATTACHED to the main hull.

Even my UGTO cruiser which is a unimesh object was made via boolean and a lot of clean up of the mesh after that. In the end, I think separate, overlapping elements is easier to work with, but you have to be careful with stacking them to avoid z-fighting issues.


What I'm trying to get across to you is to add more details to each piece of hull through playing with the vertices. Go ahead and use chamfer, extrude, inset and the various tools and experiment with what you can cook up.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-04 07:54   
thats what im using. bevel and extrude more than anything. planar y x z allignemnt, since manually moving vertives around on poly usualy results with very uneven shapes, i wish i knew how to use rulers. making parallel lines would be very neat. but problem here is poly count, it skyrocketed areleady, as i have 1500 limit i have very little space to go into more detail.
that would ofcourse be another story if there was no poly limit
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