Battlestar interior prefabs
2 Attachment(s)
So I decided to take a few days off from the Shuttle, and play around with the battlestar interior stuff a bit more. I'm starting to organize all the interior components into a pre-fab library. Ironically thats sort of the way the original sets were built anyhow.
The discussion about rivets the other day made me think about how unhappy I was with my previous riveting job on a few panels, So I decided to have another go at it. This is the first component in my new pre-fab set I'll be working on. I have fixed up my old version quite a bit and made it a little closer to cannon. My rivets are more exaggerated the original set was made with, but a lot smaller then the ones I had last try. This model is currently around 2 million polys and will be used to generate the normal map for the 3 LOD models. So just to use this in game I have to build at least 6 different versions of this. 1. The high detail version to generate the normal map 2. The close up game model LOD # 0 a couple thousand polys 3. The medium distance game model LOD #1 a few hundred polys 4. The distant model LOD #3, twenty or thirty polys 5. The collision model which which is only about 150 verts 6. and an "occlusion" model which is only about 30 polys. This one is a "no draw" model like the physics model but it prevents the engine from trying to render objects behind it. I still have to add some lights and pipes to this, and I'll use a late season reference for that , since they added stuff to it during the series.Attachment 4640 |
Re: Battlestar interior prefabs
looks like a super job ..
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Re: Battlestar interior prefabs
any updates
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Re: Battlestar interior prefabs
I was out of town all weekend, just got home a few hours ago.
I had to rebuild a lot of that bulkhead due to a stupid mistake at the beginning :( The good news is that I have a wall that looks as good with about 600k polys as it did with about 2 million. I'll have something to show later this week, I have to test some different normal mapping ideas I have for the rivets and see whats best. The fun thing is that with this bulkhead and a couple othersI'm planning , I can cut them up different ways and build a whole bunch of different structural walls real quick and easy. I'll also work more on the Shuttle this week. I have to program a chip for a fuel injection retrofit (my other hobby) this week, so I'll not be getting much modeling time. |
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