HumanShips
Moderator: PPS-Leaders
HumanShips
With this I open the project thread for the HumanShip content creation project.
You can find its Wiki page here.
Up to this point, only Adrian uploaded his model so I checked it out and had a look on his model. The others should upload their models as soon as possible, so we can check them out as well.
Adrian's model is good. There are no mistakes or strange stuff, which would make the model unusable.
There is only one think I wanna ask: Have you thought about details already? I don't want to tell you to model more details. Not at all. I just wanted to ask, if there are thoughts about more details, because there is still a lot you can do with those weapon slots, even without any extruding or raising the number of faces. Just think about some details. I ask you this, because I can't see any more details on your sketches, which shouldn't mean you should have it. Just a question .
You can find its Wiki page here.
Up to this point, only Adrian uploaded his model so I checked it out and had a look on his model. The others should upload their models as soon as possible, so we can check them out as well.
Adrian's model is good. There are no mistakes or strange stuff, which would make the model unusable.
There is only one think I wanna ask: Have you thought about details already? I don't want to tell you to model more details. Not at all. I just wanted to ask, if there are thoughts about more details, because there is still a lot you can do with those weapon slots, even without any extruding or raising the number of faces. Just think about some details. I ask you this, because I can't see any more details on your sketches, which shouldn't mean you should have it. Just a question .
You're right, didn't think of that one. I'd shift the laser slots a bit down, the rocket slots a bit up.patrick wrote:I like Adrian's model and I'm looking forward to see it with details and stuff. One thing that cought my eye: the laser and rocket slots seem to be somehow to close to be useable. Perhaps you will want to shift them relatively to each other.
keep on going!
-
- Baron Vladimir Harkonnen
- Posts: 258
- Joined: Wed Nov 01, 2006 7:58 pm
- Location: your mind
- Contact:
nice model...
I take it, that this will be one of the player's ships.
Weapons configuration: Marc and I were thinking about having multiple "laser" points, and only one missile point/bay.
As for the missiles, an internal bay would make the design easier (and more logical), and the missiles would just be dropped out of the bay while igniting.
As for the blasters (aka. lasers), each slot (or pair of slots - I am not sure yet) can be (de-)activated separately, meaning that the config is set immutable a the beginning of a level. And that basically the more weapons you have active, the faster your energy reserve will be depleted; or only one pair of weapons should be able to fire continuously without depleting the reserve. [a bot OT, I'll put it into a new thread]
I'd say, put about 6 or 8 laser slots to the model. removing is always easier the adding in the end.
cheers
nico
I take it, that this will be one of the player's ships.
Weapons configuration: Marc and I were thinking about having multiple "laser" points, and only one missile point/bay.
As for the missiles, an internal bay would make the design easier (and more logical), and the missiles would just be dropped out of the bay while igniting.
As for the blasters (aka. lasers), each slot (or pair of slots - I am not sure yet) can be (de-)activated separately, meaning that the config is set immutable a the beginning of a level. And that basically the more weapons you have active, the faster your energy reserve will be depleted; or only one pair of weapons should be able to fire continuously without depleting the reserve. [a bot OT, I'll put it into a new thread]
I'd say, put about 6 or 8 laser slots to the model. removing is always easier the adding in the end.
cheers
nico
As modelling with Blender is so much fun, I have also made a little model. It is more of a fighter jet than a space ship.
After having finished two practice sessions I feel ready to make a real ship (except for the texturing, of which I have no clue yet).
Please tell me what you think about the ships on my page.
After having finished two practice sessions I feel ready to make a real ship (except for the texturing, of which I have no clue yet).
Please tell me what you think about the ships on my page.
The sky above the port was the color of television, tuned to a dead channel.
-- William Gibson, Neuromancer
-- William Gibson, Neuromancer
Hey Simon. I just glanced over the pictures yet, but I will definitely check out the blender files as well.hofzge wrote:As modelling with Blender is so much fun, I have also made a little model. It is more of a fighter jet than a space ship.
After having finished two practice sessions I feel ready to make a real ship (except for the texturing, of which I have no clue yet).
Please tell me what you think about the ships on my page.
I like them, but I would suggest to add more details. I don't know if you think it's finished already, but a bit more details would give the ship a better look. Just try and think of something to add (extrude and such).
Thanks for the reply. Nowic basically said the same thing.
I had no idea how much details a ship can have and these two "things" to know were some kind of practice session to get to know Blender.
I still have one question, though: How should the mount point for a weapon look? Should it just be some flat face or can the weapon be nested in a tube?
I had no idea how much details a ship can have and these two "things" to know were some kind of practice session to get to know Blender.
I still have one question, though: How should the mount point for a weapon look? Should it just be some flat face or can the weapon be nested in a tube?
Last edited by hofzge on Sun Dec 03, 2006 4:06 pm, edited 1 time in total.
The sky above the port was the color of television, tuned to a dead channel.
-- William Gibson, Neuromancer
-- William Gibson, Neuromancer
I think it's really cool how many people try to model stuff this semester. Even cooler are the results.hofzge wrote:Thanks for the reply. Nowic basically said the same thing.
I had no idea how much details a ship can have and these two "things" to know were some kind of practice session to get to know Blender.
I still have one question, though: How should the mount point for a weapon look? Should it just be some flat face or can the weapon be nested in a tube?
That the first few models show some "problems" is normal though and you should just try to model more. It's basically a question of practice (to a certain extend of course).
About the weapons: I don't really know how the new designs of the weapons will look like. All the information regarding weapons can be found here:
https://dev.orxonox.net/wiki/WeaponAndCharacterSystem
I think a plain face should be enough, but that is probably old information.
-
- Baron Vladimir Harkonnen
- Posts: 258
- Joined: Wed Nov 01, 2006 7:58 pm
- Location: your mind
- Contact:
Interesting design, bird-like. . Might want to add some engines.hofzge wrote:As modelling with Blender is so much fun, I have also made a little model. It is more of a fighter jet than a space ship.
After having finished two practice sessions I feel ready to make a real ship (except for the texturing, of which I have no clue yet).
Please tell me what you think about the ships on my page
That pretty set! Size hasn't been defined yet, We need to check that with the ship team...beni wrote:About the weapons: I don't really know how the new designs of the weapons will look like. All the information regarding weapons can be found here:
https://dev.orxonox.net/wiki/WeaponAndCharacterSystem
I think a plain face should be enough, but that is probably old information.
I know how you feel. Creating my first model was just PITA... Now after 20 or so I feel quite comfortable. Practice is one thing, even more important is to create some case studies...Thanks for the reply. Nowic basically said the same thing.
I had no idea how much details a ship can have and these two "things" to know were some kind of practice session to get to know Blender.
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
Thanks again for the infos.
A new question jumped to my mind: Are these models too edgy? I am generally a bit more on the spiky side and all that I have modelled now has lots of antennas and spines and thorns. I don't quite know if this is near enough to the "human style".
If not, I could model a Noxon spike thrower
A new question jumped to my mind: Are these models too edgy? I am generally a bit more on the spiky side and all that I have modelled now has lots of antennas and spines and thorns. I don't quite know if this is near enough to the "human style".
If not, I could model a Noxon spike thrower
The sky above the port was the color of television, tuned to a dead channel.
-- William Gibson, Neuromancer
-- William Gibson, Neuromancer
I don't think they are THAT edgy. Of course the lack of details does automatically put an edgy look to the models, but with more details (not just little things, but more rounds and stuff built into the models) the edgyness should become less and the model would be a perfect atmospheric fighter. At least that's my opinion.
Also the whole design of the ships make them fit better into the human style than the one of the Noxons.
Also the whole design of the ships make them fit better into the human style than the one of the Noxons.
- Nowic
- Thanathon, God of the lower Planes
- Posts: 186
- Joined: Tue Oct 03, 2006 7:53 pm
- Location: Zürich
- Contact:
Size shouldn't be a problem. Scaling them ingame should be easy. But the mountpoint(s) should be specified soon. Maybe there are different types... for lasers or rocket launchers (?).nicolasc wrote:That pretty set! Size hasn't been defined yet, We need to check that with the ship team...beni wrote:About the weapons: I don't really know how the new designs of the weapons will look like. All the information regarding weapons can be found here:
https://dev.orxonox.net/wiki/WeaponAndCharacterSystem
I think a plain face should be enough, but that is probably old information.
"I've always lived cheaply. I live like a student, basically. And I like that because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing." -- Richard Stallman
Who is online
Users browsing this forum: No registered users and 8 guests