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-   -   Yet Another TOS Battlestar WIP (http://www.colonialfleets.com/forums/showthread.php?t=17315)

gmd3d January 2nd, 2010 02:37 AM

Re: Yet Another TOS Battlestar WIP
 
1 Attachment(s)
I´d place it here

maudib January 2nd, 2010 11:09 AM

Re: Yet Another TOS Battlestar WIP
 
Thanks Taranis, I want to be able to do a motion shot where the camera zooms all the way to the bridge viewport and moves right into the bridge room, similiar to the one done on the movie "Starship Troopers". To keep the poly count within reason, only areas where I plan extreme camera close ups will have that level of detail ( eg. launch tube exits, launch bay entrance, bridge area).

Also, any idea where the gun'missile launcher placements might be?

gmd3d January 2nd, 2010 01:08 PM

Re: Yet Another TOS Battlestar WIP
 
the most common shots where along the launch Bay landing bay trench .... place them here you think they should go I think ... they where never established in any episode ...

go ahead and enjoy yourself, your guesses are as good as anyones:) :)

maudib January 5th, 2010 10:45 PM

Re: Yet Another TOS Battlestar WIP
 
Okay, as per your guidelines, the bridge is in. I'm not sure about scale, but I'm guessing the window is at least the full height of a large human? I can always stretch it if need be. Some fine line plating added also.

http://thethirteenthcolony.com/yahoo...2748_large.jpg

http://thethirteenthcolony.com/yahoo...4147_large.jpg

I modeled in grooves approximately 6 feet in front of the window for the shield doors to drop down in animations. I'll add in more little details later as the build matures.

gmd3d January 6th, 2010 04:34 AM

Re: Yet Another TOS Battlestar WIP
 
excellent ... always wanted to see the bridge in .....

what is your poly count now

Amon Ra January 6th, 2010 10:32 AM

Re: Yet Another TOS Battlestar WIP
 
Looks great!

Are you modeling the panel lines, using textures or a combination of both?

Just curious.

maudib January 6th, 2010 10:32 AM

Re: Yet Another TOS Battlestar WIP
 
Poly count is 914,000 mixed polys, or 1,913,000 3 point polys. My iniital target was somewhere around 20 million, so I think it's about right. I concentrated most of the smoothing detail where I think most camera shots will be, and will back off in little filmed areas. All panel lines and surface details are modeled, no texture effects used.

gmd3d January 6th, 2010 11:31 AM

Re: Yet Another TOS Battlestar WIP
 
really ,, what kind of PC have you ??? it will be a rough to animate for many pc

maudib January 6th, 2010 05:03 PM

Re: Yet Another TOS Battlestar WIP
 
My current workstation is a Intel Q6700 quadcore, 8GB of DDR2 PC6400 RAM, Win7x64bit OP of course, and an old EVGA GX2 video card with 1024mb of memory running in SLI mode. It runs open GL pretty well in LW modeler, I don't experience lag when viewing 1 million polys. Nothing fancy by today's standards. Upgrading to the top of line i7 quadcore cpu and DDR3 memory would only give me @40 percent decrease in render time according to Tom's Hardware website, so I'm holding off. I do have a rendering array of 16 nodes which I put together 6 years ago, and use Butterfly Netrender to control it, but I have to upgrade all nodes to i7 quadcores with at least 4gb of DDR3 RAM when the time comes, and a better switchbox.

Without the rendering array, you're right, it would be near impossible to animate this mesh. For reference, this image on maximum antialiasing, at HDTV resolution (1920x1080) with radiosity on takes @5 minutes with the workstation I mention above.
http://thethirteenthcolony.com/yahoo...2816_large.jpg.
Most CGI sequences I create are around 5 to 8 seconds ( I have done a 30 second unbroken sequence that took 5 days to render), so with the render array, I can usually get it done in 1 day (24 hours).

maudib January 6th, 2010 05:14 PM

Re: Yet Another TOS Battlestar WIP
 
Dup, sorry, don't know how to delete it...

gmd3d January 7th, 2010 06:28 AM

Re: Yet Another TOS Battlestar WIP
 
impressive :)

I have moved up recently to an 8 Gigs windows 7 .. but I use lightwave at 32 bit as I use a lot of plugins in modeling the only work on the 32 bit..

I think only the Mods can delete the double post

maudib January 9th, 2010 12:25 AM

Re: Yet Another TOS Battlestar WIP
 
1-9-10 update. Some work to the top done. Starting to look like something!

http://thethirteenthcolony.com/yahoo...1901_large.jpg

gmd3d January 9th, 2010 04:16 AM

Re: Yet Another TOS Battlestar WIP
 
Fantastic !!!!!!!!!!!!!

maudib January 14th, 2010 09:44 PM

Re: Yet Another TOS Battlestar WIP
 
1-14-10 update. More stuff added on top, and more pipes...

http://thethirteenthcolony.com/yahoo...3917_large.jpg
http://thethirteenthcolony.com/yahoo...0642_large.jpg

maudib

maudib January 17th, 2010 04:37 PM

Re: Yet Another TOS Battlestar WIP
 
Update 1-17-10

Got bored of staying in one area too long, added some stuff below finally...

http://thethirteenthcolony.com/yahoo...4900_large.jpg
http://thethirteenthcolony.com/yahoo...4918_large.jpg

Starting to look more realistic...

http://thethirteenthcolony.com/yahoo...3056_large.jpg

Maudib

maudib January 19th, 2010 04:01 PM

Re: Yet Another TOS Battlestar WIP
 
Oh man.. I discovered a big error in Jim Stevenson's schematics, from which I based the overall proportions of my mesh. Look at the high resolution photos of the the studio model verses the same area in the schematics..

http://thethirteenthcolony.com/yahoo...5837_large.jpg

Notice the plating outlines are accurate overall, EXCEPT the difference in the plating lines at the bottom outside corner within the area I outlined in red. Notice the angle of the lines almost parallel in the schematics verses a convergence in the actual model image. This means the angle of the taper in the front section is wrong, and any model created using the Stevenson schematics is wrong. Now I have to figure out how to correct my mesh and reposition all the many greebles already placed in adjacent areas. There are other areas in the schematics that don't match up with close examination of the high resolution images of the original studio model (not reproductions), but I thought to bring this one up since I was at the point of adding hull plating to the bottom.

Maudib

Merlin January 19th, 2010 05:42 PM

Re: Yet Another TOS Battlestar WIP
 
your model is wonderful ... I'm sorry to say this though .. I don't think any of the schematics out there on the internet are all that accurate.

I think it is best to use all the different schematics, images and what ever other resources you can find, then work out what you think is best ...

Still ... your model is very, very impressive !!!!!

Excellent work !!!!!

gmd3d January 20th, 2010 01:47 AM

Re: Yet Another TOS Battlestar WIP
 
its not really a big problem mate ... your over all work is excellent .. :) no one will hold the error against you :) but as a modeler I understand your need to get it right ......

Titon January 20th, 2010 09:01 AM

Re: Yet Another TOS Battlestar WIP
 
Don't try to be perfect, it will never work. You have to remember that the studio model was wacky to begin with. There was nothing a symetrical about it at all and to be quite honest in the cg world you'll never really see that anyways.

For one i quit trying to be accurate with parts of the ship since by the time you get close to finishing it it will already be a resource hog.

Those lines won't make a bit of difference.

:)

January 20th, 2010 05:15 PM

Re: Yet Another TOS Battlestar WIP
 
That is some seriously awesome work :salute: I wouldn't worry to much about
panel lines, unless you were looking for faults you wouldn't see them.
battlestars over the planet picture, you could almost see that on the cover
of a dvd.
will be watching this build :)

cheers.


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