Custom Terrain ships

Hi,

I uploaded some custom ships to the library (still awaiting approvial) anyway I'm new so I thought I would post pics of what they are and all that.

 

Still working on these... new versions of the Colony Ship, Freighter, and Constructor.

 

I was thinking about making some custom ship parts/jewelry in StudioMax. I have the Panda plugin, no luck with my exports yet, I'll keep working on it.

3,179 views 6 replies
Reply #1 Top

good work on the ships :D

Reply #2 Top

Wow those are really good.  Good luck on the jewels too.  I was hoping that there would be some offical releases once in a while not to say that Stardock hasn't done alot I just saying if they have a second it would be nice.

Reply #3 Top

I was thinking about making some custom ship parts/jewelry in StudioMax. I have the Panda plugin, no luck with my exports yet, I'll keep working on it.
End of quote

 

If you're really serious about providing 'alternate' parts & jewelry, you may want to consider the following before you even start;

 

- Total control over primary style models as individual parts (square, circle, rectangle, triangular, etc) available in two formats; 1)Trim and 2)Hull coloring schemas. Along with some key multiple sizes, thickness, etc.

- It would allow to produce a complete ship straight from scratch and assembling the structure based on simple shapes rather than pre-determined assets.

- This isn't far from Kryo's system which gives a 'blank hull block cube' to start with... but extends the number of structural components to permit HUGE variations in how a model gets assembled.

- The catch in such a 'system' would be to carefully place all hard-points so that any construction steps actually 'snap together' in a relatively obvious way and, ALSO, give certain control over every parts location or orientation -- without having to rely on the usual spindles or other tricks.

 

I didn't have any luck with some tryout tests a few months back (using Blender & their DirectX plugins) for such gimmicks... but if someone has both the experience & the will to tackle up the whole tasks (with better or working 3D software -- i simply CANNOT afford the real 3dStudioMax btw), i think it could be one of the most important modding features for this game as it could liberate us from having to use *ONLY* the current components.

Not to forget is the entire set of texturing for UV mapping files necessary too!

:omg: ...please & good luck.

 

Reply #4 Top

using Blender & their DirectX plugins
End of quote

  I am searching unsucessfully for DirectX plugins for blender myself. If you could give me a link to the site where you downloaded your version, it would save me a lot of Googling...

Reply #5 Top

Sorry, can't tell *exactly*. But, IIRC... it was found straight from the Blender site and even listed in their Forums as a link within a message -- maybe, this one while i assume you already have good grasp over the Python scripting language...

http://blenderartists.org/forum/showthread.php?t=54385

Reply #6 Top

Thanks for the comments guys.

- Total control over primary style models as individual parts

The truth is I want the exact same control your talking about, although I am keen on giving some style to the structure pieces. One thing I noticed is that unless you are building a small ship it is rather difficult to create a ship that isn't just a glorified box or cylinder (not that that is always a bad thing). Building a long ship is easy enough but if you want to say widen the ship towards the middle the ship starts looking like stair steps.

Not to forget is the entire set of texturing for UV mapping files necessary too!

I am not exactly sure what your getting at but I think you may mean the difficulty in setting up UV coordinates in 3DS and creating the textures in Photoshop? If that's the case then you need not worry, I have been working in studio max for about 10 years and have plenty of experience with modeling and UVing.

 i simply CANNOT afford the real 3dStudioMax btw

Not sure if it will work but you may want to look into gmax which is a free lite version of studio max. 

I am still trying to get a mod working, I must be missing something (probably obvious). I have been exporting a (rather crappy) test piece I banged together...

I have a feeling I may have set up the mod files wrong. I'll keep looking into it.