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Old 10th Nov 2011, 06:08 PM   #181
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Hmmm, trying out some of those little nurnie things from the underside on the top, not sure how I feel about it yet...

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Old 10th Nov 2011, 06:15 PM   #182
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Hey Tony!

It's amazing! The level of detail is incredible. I've been trying to learn how to model for 10 years.

How the blank do you do it?
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Old 10th Nov 2011, 06:20 PM   #183
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Quote:
Originally Posted by Oldcode View Post
Hey Tony!

It's amazing! The level of detail is incredible. I've been trying to learn how to model for 10 years.

How the blank do you do it?
Thanks mate, I just throw it together a little bit at a time, and I change my mind a lot as I build
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Old 10th Nov 2011, 07:43 PM   #184
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Quote:
Originally Posted by Tony Gardner View Post
Just for funsies...

Attachment 48207

I'm struggling to keep in mind the scale of this thing. It turn out you could fit a 747 down the docking bay.
Well. the map is ugly as hell, but the materials are very nicely set up. I'd highly recommend that you bring down the diffuse level of the maps so they arent so saturated on the model but leave the reflection settings the way they are.

The model itself is quite nice looking so far and I'll be keeping my eye on it.
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Old 12th Nov 2011, 12:40 AM   #185
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While the detail work is great, I think it's touch and go for how much is too much. Nice work still though, Tony.
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Old 28th Feb 2012, 05:03 AM   #186
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OK, I officially love LightWave 11. Instancing is awesome and will save this project of mine.

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I've spent the last week or so figuring out how it all works and have broken the ship down into repeating elements and instanced the hell out of it. The only bits of the ship that are not instances now are the panels with the name and letters on them.

I'm having some small issues with light leakage around the docking bay but I should be able to fix that.

Guess I'd better make some time now to finish off the modelling.
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Old 28th Feb 2012, 05:21 AM   #187
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Great to see this moving again!

I'm not sure I understand though - are you instancing nurnies?

However you are doing it, if you can effectively remove the polygon count limits, there's an even better chance that this will become the truly ultimate version of this magnificent ship.
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Old 28th Feb 2012, 07:39 AM   #189
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Quote:
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I'm not sure I understand though - are you instancing nurnies?
I'm interested in that answer myself...
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Old 28th Feb 2012, 07:39 AM   #190
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As odd as it may seem compared to everyone else, I think there is probably detail overkill, especially the last renders of the front end.It should of course be busy, but have some basis in possible functionality. It's not helped by some of the nurnie bits being a bit rounded and blobby/moulded looking. Still, looks real pretty anyway!

Cheers!

Ps There is nothing about the Omega that should be prohibitive in terms of polycount with some attention to housekeeping
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Old 28th Feb 2012, 08:07 AM   #191
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OK guys I'll try and explain what I did...

The problem I had was my computer just couldn't manage the thing as it stood if it would even load it it wouldn't render due to lack of memory (32bit windows here).

Now when you look at the ship there are a hell of a lot of bits that are (or could be) the same. the main spine of the thing for instance is rotationally symmetrical, the guns are all the same, the engines are the same, the nurnie bits in those trays on the side are the same and this is what got me thinking instancing could help me out.

First off I since instancing seems to be based on object ID rather than name I made a whole bunch of nulls and deactivated and hid them in the scene editor, then I went through and replaced them with the LWOs that make up the ship, this ensured that they would always be at the start of the scene file.

Next I started adding nulls in a hierarchy to form the ship itself activating instancing on them as I went. In essence the whole ship is a mass of null object with instances stuck to them.

I also made sure that all my control nulls, such as targets for the main guns (which all track their own individual targets) had the ship name in them. This means that changing the ship name is a doddle. I simple set up a scene for one ship and then load the LWS into notepad and do a 'search and replace' for the names. Then using 'Add items from scene' and selecting the items making up the ship (not the object list) I can add different ships into the same scene.

Of course this is a very long winded way of doing things but until such time as I am able to buy a decent PC (a long time away as I just lost my job again, thanks a lot for that MJN Colston) it will allow me to continue this beast.
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Old 28th Feb 2012, 08:11 AM   #192
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Quote:
Originally Posted by CAClark View Post
As odd as it may seem compared to everyone else, I think there is probably detail overkill, especially the last renders of the front end.It should of course be busy, but have some basis in possible functionality. It's not helped by some of the nurnie bits being a bit rounded and blobby/moulded looking. Still, looks real pretty anyway!

Cheers!

Ps There is nothing about the Omega that should be prohibitive in terms of polycount with some attention to housekeeping
If you mean the bits on the top then yeah, I'm not 100% happy with them myself, but I want to get on and finish the back half and the rotator before I give them another look.
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Old 28th Feb 2012, 08:59 AM   #193
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Oh I get it...

Like what I did with the Shadow B6 model, and some other ones. Just not using instancing, which saves poly count because you are not loading in copies of the geometry, you are reusing the geometry in different positioning etc.

Cool beans...

Quote:
Originally Posted by Tony Gardner View Post
Now when you look at the ship there are a hell of a lot of bits that are (or could be) the same. the main spine of the thing for instance is rotationally symmetrical, the guns are all the same, the engines are the same, the nurnie bits in those trays on the side are the same and this is what got me thinking instancing could help me out.

First off I since instancing seems to be based on object ID rather than name I made a whole bunch of nulls and deactivated and hid them in the scene editor, then I went through and replaced them with the LWOs that make up the ship, this ensured that they would always be at the start of the scene file.

Next I started adding nulls in a hierarchy to form the ship itself activating instancing on them as I went. In essence the whole ship is a mass of null object with instances stuck to them.

I also made sure that all my control nulls, such as targets for the main guns (which all track their own individual targets) had the ship name in them. This means that changing the ship name is a doddle. I simple set up a scene for one ship and then load the LWS into notepad and do a 'search and replace' for the names. Then using 'Add items from scene' and selecting the items making up the ship (not the object list) I can add different ships into the same scene.
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Old 28th Feb 2012, 10:34 AM   #194
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Sorry to hear about the job loss. Same boat here.
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Old 27th May 2012, 07:19 AM   #195
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Been a while since I've updated this one...

I was not totally happy with many aspects of this model and so I've been revising parts of it. I'm almost totally rebuilding the drive section...

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I was stuck for quite a while without inspiration so in the end I trawled through Google images and found some models that I liked and 'borrowed' bits from them to get me started.

I'm pretty much done with modelling the engines now, I'm about to start texturing them and then move on to detailing the 'shell'.
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Old 27th May 2012, 07:32 AM   #196
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Good God Tony, that's just awesome! I love the feel of it, loads of details vaguely reminiscent of real rocket systems, so I feel I can almost say what each chunk is for.

What's the polygon count on that chunk?
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Old 27th May 2012, 07:37 AM   #197
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Quote:
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Good God Tony, that's just awesome! I love the feel of it, loads of details vaguely reminiscent of real rocket systems, so I feel I can almost say what each chunk is for.

What's the polygon count on that chunk?
Thanks Nick, I wanted it to evoke real rocket engines so I'm pleased to get that comment from the F3D rocketman

The poly count is 862040 for what you see here but once I break it down into repeatable elements and instance it it will drop considerably.
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Old 27th May 2012, 08:34 AM   #198
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The detail work is excellent. A project like this will keep you awake at night.
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Old 27th May 2012, 08:50 AM   #199
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Stunning amount of detail...fist class stuff
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Old 27th May 2012, 09:17 AM   #200
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Wow! That looks completely kick-ass! Love the panel lines, the detailing, everything!
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Old 27th May 2012, 09:18 AM   #201
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Thanks everyone
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Old 27th May 2012, 10:08 AM   #202
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Those engines are so, so much better!
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Old 27th May 2012, 12:03 PM   #203
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Wow...................
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Old 27th May 2012, 02:11 PM   #204
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looking sweet...
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Old 27th May 2012, 02:12 PM   #205
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Tony, that's just sweet.
The engines are definitely much better than before and still have that B5 feel. Bravo!
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Old 27th May 2012, 02:26 PM   #206
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I agree, the drive section is totally awesome. Parts of it make me think of a classic muscle V8 with some power modifications added to it.

Whatever else these engines evoke from the various viewers, they speak one word very loudly:

Power!
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Old 28th May 2012, 02:19 AM   #207
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Nice RCS thrusters, and are those the point defense guns from Galactica? Those would be perfect for the interceptor grid.
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Old 28th May 2012, 03:06 AM   #208
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Have not been following this thread, but man those engines look fantastic mate.
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Old 29th May 2012, 11:11 AM   #209
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Awsomeness man!
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Old 29th May 2012, 01:37 PM   #210
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Quote:
Originally Posted by Meurig View Post
Those engines are so, so much better!
Quote:
Originally Posted by JSM View Post
Wow...................
Quote:
Originally Posted by 3D_CG View Post
looking sweet...
Quote:
Originally Posted by Treybor View Post
Tony, that's just sweet.
The engines are definitely much better than before and still have that B5 feel. Bravo!
Quote:
Originally Posted by Rigel View Post
I agree, the drive section is totally awesome. Parts of it make me think of a classic muscle V8 with some power modifications added to it.

Whatever else these engines evoke from the various viewers, they speak one word very loudly:

Power!
Quote:
Originally Posted by Andrew March View Post
Holy Crapola Tony mate, awesome work.
Quote:
Originally Posted by Gordon Robb View Post
Have not been following this thread, but man those engines look fantastic mate.
Quote:
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Awsomeness man!
Thanks guys, I appreciate the kind words.

Quote:
Originally Posted by DBriedis View Post
Nice RCS thrusters, and are those the point defense guns from Galactica? Those would be perfect for the interceptor grid.
Thanks, the RCS thrusters are based on some of the rocket engines I saw in this thread, which was frankly an astonishing model and gives fuel for anyone wanting inspiration for some nurnies. And yeah the guns are based on the Galactica's anti aircraft guns, gotta love the Big G.

Anyhoo, got the thing broken down into instancible bits and applied some basic textures to it (basically just the original textures, these will change in time) Now there is some colour on it I dont like that bit on the top edge of the shell where there is quite a sharp edge, I think I'll have to re-think that bit...

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I'm not getting much time to work on this at the moment so updates may be slow.
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