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What do you think of my Majestic?
Great! 75%  75%  [ 15 ]
Not bad, not bad at all 10%  10%  [ 2 ]
Could use a lot of work! 10%  10%  [ 2 ]
Don't quit your day job 5%  5%  [ 1 ]
Total votes : 20
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 Post subject: Majestic class Heavy Cruiser 3D model
PostPosted: Sun Oct 03, 2004 1:45 am 
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Well, I'm planning on trying to mod Rebellion some time soon. I'm pretty much just going to try and change the units to ship from post-BFC and pre-NJO.

Anyway, here's my first low poly model of a Majestic class Heavy cruiser that I threw together today. I havn't done any real textures yet - and I wont get to until after my exams. Tell me what you think - any critism is welcome :wink:

Image
Image
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Image

It has a 1544 faces and is the lowest detail model I've ever done :D :roll:


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PostPosted: Sun Oct 03, 2004 2:13 am 
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nice, very nice Krytos

i wish i had the patience to teach myself how to make models, but i think i will stick to cards...lol

Krytos, Where abouts in oz are you from?
im from Natimuk, near Horsham, Western Victoria

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PostPosted: Sun Oct 03, 2004 2:28 am 
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Thanks Darth_ramoth :D

I need to find the time, and patience, to figure out texturing still :roll:

I live in Upwey, Victoria - near . . . well, not much really. Very few people have heard of where I live :wink:
Umm, it's near Ferntree Gully, Belgrave ah . . . . pretty much east of Melbourne, in the hills/sticks - ever heard of Puffying Billy? I live near in that area.


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PostPosted: Sun Oct 03, 2004 2:34 am 
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yea, ive heard of the puffing billy and furntree gully. I have a rough idea of where you are talking but i couldnt go to a map and pin point it without searching for 30 mins...lol

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PostPosted: Sun Oct 03, 2004 2:09 pm 
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G'day you two :D

Woo, Krytos, that looks certainly cool. 8)
I'd make the outermost cannons on the back wings a bit more solid or blocky, that way the game will show them better. Same goes for the side fins on the bridge tower, otherwise it's perfect :wink:

Were did you get this pic from ? WEG ? To be honest, I've never heard of that ship, except in eville's mod, so I thought the name was non-canon :roll:

Texturing isn't so hard. With max you can detach the objects, apply a planar uvw map (size has to fit the detached faces) and a uvw unwrap modifier.
Then hit the edit button on the uvw unwrap mod, and make a screenshot of the area.
Next you load that screenshot (PS would be best) and make that image the bottom layer of your texture image (remember, the power of two resolutions for your pic) with a transparacy of 30-50%.
Then you "just" paint your texture over the area, the bottom pic with your screenshot defines your boundaries and makes sure your texture will fit perfectly.
Before saving turn off the transparent layer, then add this bitmap as a material and apply it to the detached object.

Well, this routine works better for Homeworld :roll:
For Rebellion, you have to create texture maps, so your single textures will most likely have to be resized to fit on a 512*512 (for example) image. You can rearrange the uvw coordinates with that edit button of the modifier and move them to the right place on the texture map in that window.

After you're done with texturing, attach all the separate parts again (use the 2nd option in that dialogue, can't remember it offhand) and you're done.

See, easy huh ? :lol:

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PostPosted: Sun Oct 03, 2004 6:59 pm 
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The model looks quite nice. I'm looking forward to a textured variant.

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PostPosted: Mon Oct 04, 2004 4:06 am 
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the_mask wrote:
Woo, Krytos, that looks certainly cool. 8)
I'd make the outermost cannons on the back wings a bit more solid or blocky, that way the game will show them better. Same goes for the side fins on the bridge tower, otherwise it's perfect :wink:


Yeah, I definetely agree with you there Mask, the fins on the bridge are pretty hard to see. The things on the wings (Idon't know if they're guns or whar :? ) could use some work too.
I made them without depth to try and get a lower poly count - because I'm not really sure of the poly count I should be aiming for. Judging by the models in Rebellion, low - though the download section has some that are pretty high. I guess I'll keep it under 2000.
At least it has fewer polys than my K-Wing model :wink:

the_mask wrote:
Were did you get this pic from ? WEG ? To be honest, I've never heard of that ship, except in eville's mod, so I thought the name was non-canon :roll:

Um, I think it was first from Cracken's Threat Dossier. Though, I've never seen a copy of CTD in Australia, so I spent a while trying to find official stats and a picture. I only got the picture earlier this year - so, I've had no-idea what it (as well as most of the CTD ships) look like.
It's part of the "New" class of warships by the New Republic - it packs a nice punch as well as being quite strong.
It's armed with 30 heavy turbolasers, 20 laser cannons, 20 ion cannons and 8 concussion missiles. It's faster than an ISD and has simluar hull armour and shielding to the ISD. Several sources said it could carry around 3-4 squadrons of fighters and others said no fighters, so I'm not sure about this :?
Especialy considering the Defender class Carrier, which is the same length, speed, more shielding though has a lot of cargo and only 20 laser cannons has six fighter squadrons. Then again it could be cheaper, or . . . ah, I might as well just stick to what is known and which I think is better :wink:

the_mask wrote:
Texturing isn't so hard. With max you can detach the objects, apply a planar uvw map (size has to fit the detached faces) and a uvw unwrap modifier.
Then hit the edit button on the uvw unwrap mod, and make a screenshot of the area.
Next you load that screenshot (PS would be best) and make that image the bottom layer of your texture image (remember, the power of two resolutions for your pic) with a transparacy of 30-50%.
Then you "just" paint your texture over the area, the bottom pic with your screenshot defines your boundaries and makes sure your texture will fit perfectly.
Before saving turn off the transparent layer, then add this bitmap as a material and apply it to the detached object.

Well, this routine works better for Homeworld :roll:
For Rebellion, you have to create texture maps, so your single textures will most likely have to be resized to fit on a 512*512 (for example) image. You can rearrange the uvw coordinates with that edit button of the modifier and move them to the right place on the texture map in that window.

After you're done with texturing, attach all the separate parts again (use the 2nd option in that dialogue, can't remember it offhand) and you're done.

See, easy huh ? :lol:


I really have to give this a shot :D
All I need is time now - damn uni :roll:


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PostPosted: Mon Oct 04, 2004 5:08 am 
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Krytos wrote:
I made them without depth to try and get a lower poly count - because I'm not really sure of the poly count I should be aiming for. Judging by the models in Rebellion, low - though the download section has some that are pretty high. I guess I'll keep it under 2000.
At least it has fewer polys than my K-Wing model :wink:
:lol: Yeah, just keep it under 10000 and you'll be fine.

he also wrote:
Um, I think it was first from Cracken's Threat Dossier. Though, I've never seen a copy of CTD in Australia
* shivers *
I remember the better part of a year, when I tried to buy that one myself, after Aaron Allston told me, I'd find a pic of Zsinj there. But some months later Trej bought the new essential guide to characters and they had an updated pic of him there. :D

lastly he wrote:
I really have to give this a shot :D
All I need is time now - damn uni :roll:
Yeah, I know what you mean. Mine started again today as well, or should've. You'd think it wouldn't be too much to ask for, that they told you one day in advance, that the only class for today will not be held ...

At least I remembered my login :lol:


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PostPosted: Tue Oct 05, 2004 6:25 pm 
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Hey all,

Quick update before I head off to uni. I spent 5-10 minutes just changing a few things on the model like the-mask suggested. I think it looks a lot better, and it's still under 2000 polys :roll:
I'm thinking about dropping a bit of the detail on the engines. They taper, which is hard to see especially in Rebellion, so I think I'll drop that to make the model a little more poly friendly :wink:

Actual ship
http://img24.exs.cx/img24/5176/majestic ... iser06.jpg

The Bridge
Image

Antenna things under the ship
Image

Gun thing on the wing tip
Image

The engines
Image

Well, that's it for now - I porbably will only get a chance to change the engines before I'm hard pressed by uni studies . . . agian, so textures are unfortunately going to be a while


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PostPosted: Wed Oct 06, 2004 3:48 am 
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Woo, looks promising :D


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PostPosted: Tue Oct 12, 2004 12:11 am 
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Ok... n00b question here... what program did you use for that. Ive done some eye stuff in AutoCAD, like lightsabers and blasters (FUN), and i could easily do something like that in AutoCAD, but i have a sinking feeling that its in another program...


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PostPosted: Tue Oct 12, 2004 5:01 am 
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Unagi353 wrote:
Ok... n00b question here... what program did you use for that. Ive done some eye stuff in AutoCAD, like lightsabers and blasters (FUN), and i could easily do something like that in AutoCAD, but i have a sinking feeling that its in another program...


I personally use 3D Studio Max, though there are a number of other 3d modelling programs out there, Lightwave, Maya, Bryce . . .
Heck, if you really want there's a 2 meg 3d modelling program called Wings 3d. My brother's using it for making game models - it's actually good, and it has one of the easiest UVW mappers ever! I'm tempted to use it for mapping :P

Hmm, I'll have to ask him where he got it - I'm pretty sure it's free.


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PostPosted: Tue Oct 12, 2004 6:29 am 
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Krytos wrote:
I personally use 3D Studio Max, though there are a number of other 3d modelling programs out there, Lightwave, Maya, Bryce . . .
Heck, if you really want there's a 2 meg 3d modelling program called Wings 3d. My brother's using it for making game models - it's actually good, and it has one of the easiest UVW mappers ever! I'm tempted to use it for mapping :P

Hmm, I'll have to ask him where he got it - I'm pretty sure it's free.
How about from here ?

I see, that it can export to 3ds (which is the only requirement), so it shouldn't be a problem to use it for Rebellion :wink:


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PostPosted: Tue Nov 30, 2004 5:23 am 
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Update:

After recieving Masks unbelievably great, and simple, texturing tutorial, I decided to give it a shot. Textures aren't done yet, and sticking to a single texture with a res of 512 x 512 is getting annoying due to lack of detail. But then again, in Rebellion that shouldn't be too much of a problem.

So, I need to finish up texturing the different areas and then I'll try to add more detail, like not just a flat blue grey hull :wink:

Image
Image
Image

EDIT:

A quick change -

Image

Though I'm thinking of shrinking the crest and putting a ring around it


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PostPosted: Tue Nov 30, 2004 1:42 pm 
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You should since the symbol of the new republic has a crest. It was added after it changed its name.

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