IskatuMesk

IskatuMesk

Joined Member # 3511603
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[quote who="Dante551" reply="513" id="2876582"]iskatu are you making a mod for sins or just making the ships for fun [/quote] I am reviving my project under the title of "Visualization". I ultimately expect it to hit sins' limits long before it is finished. Some things I've done to improve performance; - Reduction of fighter # - Removal of mines - Very strict usage of missile-type weapons One th

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If I could learn things like normal people then yes, I would agree with you. However, my learning disabilities have crippled me every step of my decade-long journey into modeling. I've just learned to accept that I will never be able to do things the standard way. [img]http://img718.imageshack.us/img718/4134/sinsofasolarempirediplo.png[/img]

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Well, their exact wording is this, [quote]Stardock and Ironclad have been looking at what's next for Sins of a Solar Empire. [b]One of the big things on our list is to implement a new memory model for the game. The reason this matters is that right now, it's hard to add more ships or structures into the game because of the infamous 2GB memory limit on 32-bit systems.[/b][/quote] I take that they are going to be making it 64-bit or handling the me

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The Kraken was based on a concept art, yeah. It, along with the Predator, are the only ships I've used concept art for. /edit For the polycount, I would gladly throw in a 100k poly model if I could model a high enough quality to take advantage of that (the Leviathan verges on 80k triangles when converted), but in Sins the converter/engine will only take 50k triangles. Presumably, I can spawn part of the mesh as a particle to get past this. <p

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She nears completion for Sins. There's not a lot else I can do without dramatically raising the polies. Currently sitting at around 21k quads, so that's only 4k away from the limit. Short of a serious remodeling/revision of the main body to add more guns, this is the limit of this update so far. The rear needs the most attention right now. [img]http://img43.imageshack.us/img43/6548/kraken2y.jpg[/img] [img]http://img91.imageshack.us/img91/9717/krake

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I've moved on to updating the Anahn Kraken, now. [img]http://img25.imageshack.us/img25/7811/kraken1d.jpg[/img] Somehow, the point defense guns make up at least 40% of the polycount, with the body itself only around 5-6k quads. Unwilling to sacrifice the detail on such a massive ship, I have begun overhauling all of the turrets and optimizing the main body in preparation to bring it into sins.

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I used the Andromeda renders on google as a basis for figuring out the arches on the Predator as it was something I had never before attempted. Modeling something based on concept art is [i]extremely[/i] difficult and I don't do it very often. I wouldn't have the faintest idea how to even make that texture you just posted lol.

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[img]http://img715.imageshack.us/img715/3439/zepred.jpg[/img] I began overhauling/fixing the Zelconian Predator-class, the model that started my major 2010 string of models (upon my introduction to Sins modding as a whole, really). It was never put into the game, but I'm designing it around the engine's limits just in case.

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if someone has that kind of talent they should be devoting it into original work and not someone else's work, imo. I've been trying to rebuild the Zegredark Hydromek I made in 2010 before my big string, but this is easily one of the most difficult ships I attempted. I'm about to give it up. [img]http://img651.imageshack.us/img651/2174/hydr7.jpg[/img] I'm having considerations of putting some of these into sins later down the

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Current version of the Sorrowsong. Mostly minor updates now, you may or may not be able to notice them. You can see there is still some smoothing issues I don't know how to fix. [img]http://img39.imageshack.us/img39/2125/udsorrowsong6.jpg[/img] [img]http://img209.imageshack.us/img209/3457/udsorrowsong7.jpg[/img]

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Sorrowsong + Blood Frenzy escorts [img]http://img225.imageshack.us/img225/1335/udsorrowsong5.jpg[/img] The smoothing is giving me a lot of trouble on this ship. It's still low poly, though, so I can afford to smooth it out much more aggressively.

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I started work on the Sorrowsong, which would be considered a tier 1 Undead capital ship (with higher tiers needing major research e.g. the Crusader/Zeral'Motakk). Primary weapon is the three beam cannons in the front. Every thorn is a point defense weapon of some nature. [img]http://img141.imageshack.us/img141/2659/udsorrowsong4.jpg[/img] It's about 4k tris atm. Still smoothing it out and detailing.

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Here's an experimental voice set for the Blood Frenzy. I haven't done Undead voices in years, so it's going to take practice to get back into the editing. Also, I need to set up my pop screen for this particular mic I used. www.gameproc.com/meskstuff/ud_bloodfrenzy.ogg

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[img]http://img248.imageshack.us/img248/521/udbloodfrenzy3.jpg[/img] A relatively simple ship today, the Undead Blood Frenzy. Other than the Zeral`Motakk update this is my first Undead ship modeled in over 2 years. Ingame it would appear black with a phantasmal aura of glow around it.

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Outside of straightening out some stuff on the Glecterror I gave up on updating it any further. I'm just not skilled enough. Right now I'm gonna move on to the Zelconian Arcane-Class, an artillery vessel that fires Proteus beams/pulses across massive (multi billion km) distances and is capable of linking to others of its class. [img]http://img153.imageshack.us/img153/7518/zearcane.jpg[/img] The model itself is satisfactory but some edges need stra

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Symmetry is a fun modifier to monkey with. [img]http://img132.imageshack.us/img132/6729/glect9.jpg[/img] (With the one on the far left being the original) I'm sure the verticies got messed up in them, though. But, who knows, some might be useful one day.

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Polygons definitely don't effect performance that much anymore. Unless sins is a special exception for some reason I've never run into yet, I never had any issues putting high poly stuff into the game. The only thing I'd be concerned about is the extra ram usage, but come the next update and that wouldn't be an issue. I don't care about performance on low-end systems, though. I cannot stand low detail stuff, and I cannot texture, so there you go. Geometry instancing and other new fancy

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For a ship like this I would prefer to use multiple textures. There's no windows or anything like that on these, so you can overlap uvs for the most part on the main hull. The difficulty comes from the engines, the weaponry, and some parts that would have the Bloodstone Guard emblem on it. Unfortunately for sins, that would indeed be very costly due to the 2gb limit.

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Technically you can turn all of those panels into normal maps. That wouldn't save a terrific number of polies, though. The ship is fairly large, there'd be more detail if I was capable of modeling it. As-is, the model would perform fine in sins (raw polycounts don't effect engines like they used to), but the game just doesn't accept models above 50k tris and nor does the converter. As I cannot texture or such, though, I model some details on in the knowledge that one da

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Nearly sins-ready. [img]http://fc08.deviantart.net/fs71/f/2011/009/e/3/leviathan_revise_1_5_a_by_iskatumesk-d36trox.jpg[/img] [img]http://fc08.deviantart.net/fs71/f/2011/009/c/8/leviathan_revise_1_5_b_by_iskatumesk-d36trt2.jpg[/img] [img]http://fc09.deviantart.net/fs70/f/2011/009/6/2/leviathan_revise_1_5_c_by_iskatumesk-d36ts2s.jpg[/img] The belly is a bit bare and the tier 2 upper section and engines need work but I'm almost at 50

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