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Hosted => Battlestar Galactica: Beyond the Red Line => Topic started by: Scotchy on November 13, 2006, 02:45:46 AM

Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 13, 2006, 02:45:46 AM
I want to get this started off right with a few notes:

First Point: Ajax's computer is having some mega troubles and it seems that he may not be able to finish the Pegasus in the near future, or at least before December 15th (which I seem to remember as being the due date for the video).

Second Point: I do have access to Ajax's work so far and he has accomplished quite alot. However, due to many differences in our modeling techniques, I felt the need to start afresh with a new mesh.

Third Point: I am using Ajax's mesh as a sort of reference (in addition to the others available). It would be silly to toss out all of the work that he has done when it can be put to great use speeding up the second build. This means (to me) co-credits. Hence the credits in the pic.

No more points.

Just the usual modeller apologetics. The flight pod connection pylons are mostly placeholders. The hard edges in alot of areas are intentional. I'm leaving hard edges and basic shapes until it's closer to a whole picture. The simpler versions can be saved as LODs. The engines are missing and will arrive shortly.

(http://img151.imageshack.us/img151/9241/cruisinqk5.th.jpg) (http://img151.imageshack.us/my.php?image=cruisinqk5.jpg)(http://img83.imageshack.us/img83/1782/slidepastkq7.th.jpg) (http://img83.imageshack.us/my.php?image=slidepastkq7.jpg)

I like the color pink. I'm sorry. I just do.
Title: [Colonial] Pegasus - Status: WIP
Post by: Dukeman42 on November 13, 2006, 03:12:41 AM
A great start!!
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 13, 2006, 07:33:51 AM
Wow, great start!

I hope somebody explained the detail box stuff to you. Cause this model will need it.
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on November 13, 2006, 10:36:15 AM
Echoing duke and DB, it looks like a great start. I hope you have some good references :)
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on November 13, 2006, 08:38:25 PM
Scotchy was provided with the same references as Ajax. The torched has simply been passed on.
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 14, 2006, 12:01:04 AM
shit, ur moving quick:P

im really liking what im seeing so far, sorry im such a box modler lol, need to use splines more lol. the general shape is coming on nice. with the interior of the flight pods id use the basic version that was already desgined but never seen, and enhance it and texture as u see fit. also the trench that runs through the head of the ship is like this. its a feature i only notices after watching the ship in episodes and that, doesnt always show up best in the renders we have. it isnt included in my modle due to the fact i hadnt got around to it. heres a quick pick of what i mean.

other than that shes looking good, cant wait to see her detailed and plated;). also dont forget to ask omni for the cg turret mesh for referance when it comes to building her big guns, dont be fooled they are difrent to the galactica ones:)lol

also thanks for adding me name on the renders:), now go pimp that peggy:D lol:pimp:
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on November 14, 2006, 12:56:41 AM
Scotchy is the new....

(http://kemple.servepics.com/starwars/Pictures/rotjfigures/Rancor%20Keeper/rightlogo.jpg)

BEAST_MASTER!!!!!
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on November 14, 2006, 01:03:47 AM
judging by how good the dreadstar looks, pegasus should turn out great.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on November 14, 2006, 05:29:39 PM
Nice start. look forward to seing it finished.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 25, 2006, 02:36:40 AM
Progress! But not a whole lot. As some of you may be aware, I work full time from Thursday night to Monday night. As more of you are doubtless aware, this past week was Thanksgiving holiday in the states. I have three families that wanted me at their tables at various points in the week. And I work retail... for Wal-Mart. Last night was insane. I got hit in the back of the head with a Compaq computer, very much intentionally, because I failed to "Get the hell out of my way!"

If any of you in the US have ever attended the beginning of a Black Friday sale at a Wal-Mart, you might know how that all goes down, but for those of you who haven't... I invite you to imagine a swarm of angry, tired, consumer-bees. A mob of angry shoppers. In short, my head hurts.

So forgive the unimpressive progress. I hope to be on target for the 15th (or a few days before), and I am currently praying to Merciful Allah and His Noodly Countenance that I can find all the time I need to get it ready.

Some aspwcts of the mesh that were present in the titular post of this thread have vanished. Fear not, ye! For I have merely removed them for the LOD split. which happens after I finish posting this. Once that is done, I can get to work making more nociveable changes on the LOD 0 mesh.

(http://img136.imageshack.us/img136/2532/firstplatesbotcp7.th.jpg) (http://img136.imageshack.us/my.php?image=firstplatesbotcp7.jpg)(http://img154.imageshack.us/img154/2886/firstplatestopuj4.th.jpg) (http://img154.imageshack.us/my.php?image=firstplatestopuj4.jpg)

Current Triangle-Counts

With plating and 'Detail Box' Xref objects: 5770
Without plating and 'Detail Box' Xref objects: 2754
Total Triangle Budget for LOD 0: 65536

The end budget is flexible and somewhat tenative. It is currently a reasonable large power of two number. But if the mesh calls for more polies or a multiple detail box level thing could be implemented, I could go higher. I could see this mesh goign to 100k or more, but If I need to I'll keep it under my limit.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on November 25, 2006, 03:04:08 AM
STICK IT NEXT TO THE DREAD! STICK IT NEXT TO THE DREAD!!!

great work give it some cigars and ittl go far.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 25, 2006, 09:36:46 PM
For Slayer:

(http://img170.imageshack.us/img170/8297/pegthan01wi6.th.jpg) (http://img170.imageshack.us/my.php?image=pegthan01wi6.jpg)

I'm sure the sizes aren't how you envision them, but thats' how they loaded when I Xref'd the Thanatos into the scene. I honestly like the Thanatos as a smaller-than-battlestar size vessel.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on November 25, 2006, 10:05:18 PM
Well her role is a Dreadnought and she needs to mount Battlestar grade weapons so i figured more of a Battleship/Carrier scale differnce then Carrier/destroyer.  Shes lighter and leaner then a BSG but she should be around maybe have as big as Pegasus. Certainly bigger then a flight pod.  But design wize im happy that they appear like they came out of a similar design bureau.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 26, 2006, 01:35:41 AM
I've been able to find lots of extra 'me' time today, so I have what would have been a week's worth of progress... IN ONE DAY! Yay!

Looks like I've got one or two versions of The One True God on my side. (I suspect the pasta-based one.)

Right. The engines are where I stopped. They are mostly correct in shape and placement, though lacking in major detail ATM. I wanted to go ahead and make them so that I could get that particular monkey off my back. I split the mesh into LOD 0 and 1 today and have done some work on both. Most of what I've done consists of smallish things. You'll notice the engines right away. The grille work in the inset areas along the center mass of the ship are also new-ish. I've bevelled the edges as they needed and corrected alot of niggling little shape problems.

It *should* be smooth sailing from here on out. I'm hoping it will be at least

Here is LOD 0 at 13370 triangles:
(http://img168.imageshack.us/img168/6020/progressftnz4.th.jpg) (http://img168.imageshack.us/my.php?image=progressftnz4.jpg)(http://img88.imageshack.us/img88/5765/progressbkzn4.th.jpg) (http://img88.imageshack.us/my.php?image=progressbkzn4.jpg)

And here's LOD 1 at 1978 triangles:
(http://img168.imageshack.us/img168/4044/lod11125gu2.th.jpg) (http://img168.imageshack.us/my.php?image=lod11125gu2.jpg)

Now I wind down for what is left of my work-free evening.

Crits?
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on November 26, 2006, 04:16:49 AM
Gorgeous!
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 26, 2006, 10:08:01 AM
I wish I had your skill. ;)

Great work!
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 26, 2006, 05:15:05 PM
sweet:D. nice work, now comes the pain in the ass, the panles:P
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on November 26, 2006, 05:28:50 PM
(http://img178.imageshack.us/img178/8053/pegasusry5.jpg)

do her proud scotchy
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 26, 2006, 07:49:41 PM
If you need some ideas for the textures, here are some really awesome HD shots of it:

http://alecm.com/gallery.htm
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 26, 2006, 10:55:29 PM
hmm, lookign over your renders again ive noticed something, the panles on the pegasus pods are lacking there true depth, and the plates on the top of the pod are slightly angled at points as you can see in the following render, also note that the opending red plates to the pods extend down abit more than you have allowed on the actual mesh, your earlier rneder in cluded the detail odly
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on November 27, 2006, 12:14:48 AM
Scotchy has the same references as u Ajax.

Nice find Dabrain!
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 27, 2006, 12:16:10 AM
Thanks. :)
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 27, 2006, 01:23:41 AM
Quote from: Omniscaper;49285
Scotchy has the same references as u Ajax.

Nice find Dabrain!


i know, but its been my experience that when working on a mesh you can miss things that would appear very apparent, its happend to me a few times, including on pegasus, just trying to save scotchy work incase he did miss it. also the grille work in the inset areas along the center mass of the ship, the the longer parts before the ass part, you have the cut into the tops of the center of the ship, follow my mesh, there more or less exactly as shown in my mesh, you'll notice it if you go over the refrance materials avaliable. im not nagging, just staring you in the right direction, like i said, i had loads of these little moments with her, buildign something, then later going over refrences noting something ive done is infact incorect to the mesh. tis annoying
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 27, 2006, 02:34:32 AM
Thanks for the help Mike. You're absolutely right about the pods. Hopefully that won't take too long to correct. The other thing you mentioned though... is there any way you could clarify that? I don't know what you're talking about. I went over all my refs and looked at a few versions of your model and I'm still not sure what you mean.

Did a little more work on the engines and the 'spine' that goes between them to the 'sphincter' at the end of the ship. There was too much intersection going on so I goofed up some detailing that should fit the ship's style while not pissing off future viper pilots on fun exploration missions.

(http://img88.imageshack.us/img88/7043/bottomip6.th.jpg) (http://img88.imageshack.us/my.php?image=bottomip6.jpg)(http://img88.imageshack.us/img88/2276/enginesad1.th.jpg) (http://img88.imageshack.us/my.php?image=enginesad1.jpg)

Facecount: 16070
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on November 27, 2006, 02:57:09 AM
Im fixxin to build a shrine for the beast master, i plan to sacrifice annoying Walmart shoppers on it to appease him, maybe have some fireworks, scantily clad twilek dancing girls.  Anything else that you require on it oh lord of the 62?
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 27, 2006, 09:03:00 AM
Man... my eyes can't keep up with your progress... ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 28, 2006, 01:32:36 AM
I rebuilt the flight pods. I had a look at your models, Ajax. turns out we were both somewhat wrong about how those top panels worked. I checked the available references thouroughly and I believe I've recreated them accurately. What do you think?

Again, your second post about the grille work: could you clarify on that point?

Haven't done much else besides that.

(http://img87.imageshack.us/img87/2897/newpodsxa6.th.jpg) (http://img87.imageshack.us/my.php?image=newpodsxa6.jpg)(http://img243.imageshack.us/img243/9853/orthoax9.th.jpg) (http://img243.imageshack.us/my.php?image=orthoax9.jpg)

Facecount: 18006
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on November 28, 2006, 04:29:13 AM
Now the does look rather sweet! :yes:

Funny thing is, our Pegasus will propably be the most accurate fan-created version of the ship :biggrin1:
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on November 28, 2006, 04:44:19 AM
Can't wait to give that ship the "kamikazi" flag
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 28, 2006, 11:13:36 AM
oh shes shaping up nice, very very very nice:D

the podsare something i picked up on, planed to rebuild em, just never got round to it. also to clarify what i mean, the part i have circled is extending to the top section of the hull, it should terminate rufly where the red line is, examine the renders of the ship closer, you'll see im correct. other than that im really exited about seing her finished. are you going to modle her name onto the hull? like on the mesh or texture it?. the 3d option would be the more visualy appealing option;), ive included coyps of my old renders so you can look at the area and how i modled it, hope i was more clear this time


(http://i16.photobucket.com/albums/b21/chevron-studios/whatimeancopy.jpg)
http://i16.photobucket.com/albums/b21/chevron-studios/battlestarpegasus02.jpg
http://i16.photobucket.com/albums/b21/chevron-studios/pegasusupdate2.jpg
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on November 28, 2006, 05:03:55 PM
Nice work so far.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on November 28, 2006, 11:48:42 PM
Quote from: Ajax;49463

[...]
are you going to modle her name onto the hull? like on the mesh or texture it?. the 3d option would be the more visualy appealing option;)
[...]


I'd suggest to do both. Texure it on the hull first and overlay it with rather detailed meshes (keep them as separate objects).
This is a perfect situation to use detail boxes.

Example:
http://img92.imageshack.us/img92/862/daribsim0.jpg

Setup: Add this to the 'user defined' tab of each letter model:
$detail_box: 1
$box_min: 1500,-1500,-1500
$box_max: 1500,1500,1500

and... you're done. The engine can work this this already. ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on November 29, 2006, 12:24:54 PM
scotchy ive got new refrences for you, you will reall find them usefull, also shows a cool feature on pegasus you have all missed:P, ill leave scotchy to show it in his renders;)

scotchy PM me your email addy so i can forward the refrences, you really want them befroe you do any more work on the flight pod. trust me
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 30, 2006, 04:38:45 AM
The first two are the newest, rendered only moments ago. The third is from this morning. the Rodger Young is sized to 550 units/meters which is supposed to be accurate, but the Peggy is sized from the orthographics that I'm using. It's about 1772 units long, which doesnt sound large enough to me.

Oh well.

(http://img148.imageshack.us/img148/5447/1129backde7.th.jpg) (http://img148.imageshack.us/my.php?image=1129backde7.jpg)(http://img134.imageshack.us/img134/5922/1129underfton2.th.jpg) (http://img134.imageshack.us/my.php?image=1129underfton2.jpg)(http://img90.imageshack.us/img90/9806/pegasusandrodgersl3.th.jpg) (http://img90.imageshack.us/my.php?image=pegasusandrodgersl3.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Dukeman42 on November 30, 2006, 04:57:31 AM
in the extended version of 'Pegasus,' Cain mentioned that Pegasus was 'nearly twice the size of Galactica;'  I'm sure she was referring to volume, rather than length or the likes, but if that helps, good:)

Oh yeah, and she is looking G R E A T!
Title: [Colonial] Pegasus - Status: WIP
Post by: WMCoolmon on December 01, 2006, 09:23:10 AM
That Pegasus is :drool:
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 07, 2006, 04:23:21 PM
Cannae have people thinkin' I'm deed, now can I?

Plates, plates, and more plates. And Plates.

Only 31316 faces! WHAT A BARGAIN!!!

IT EVEN COMES WITH A NAME TAG!

:pimp:

(http://img453.imageshack.us/img453/702/12062006ohgodplatescx7.th.jpg) (http://img453.imageshack.us/my.php?image=12062006ohgodplatescx7.jpg)(http://img356.imageshack.us/img356/410/12062006allahbemercifuljp7.th.jpg) (http://img356.imageshack.us/my.php?image=12062006allahbemercifuljp7.jpg)(http://img490.imageshack.us/img490/9909/12062006hisnoodlyappendze8.th.jpg) (http://img490.imageshack.us/my.php?image=12062006hisnoodlyappendze8.jpg)(http://img168.imageshack.us/img168/1162/12062006holymosesplatesdi1.th.jpg) (http://img168.imageshack.us/my.php?image=12062006holymosesplatesdi1.jpg)

Oh yeah... Omni? I need something to post on my blog. It's all dusty. Thanatos cleared for public consumption?
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on December 07, 2006, 04:47:07 PM
Looking sweet!

Now, you should be able to spend at least 10k polys on making some additional cool details. Insides of the flight pods could use something to make them more interesting to fly through ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on December 07, 2006, 04:50:20 PM
OMG lets go pont the rivets out of a Baseship! Scotchy I salute you!
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on December 07, 2006, 05:39:15 PM
About the name tag. How are we doing that?

Speaking as a FREDder I've always though that the way the Fenris did it was the smartest way (A rectangular poly just above the surface of the ship onto which you simply put a nameplate texture) as it allowed you to change the name or mirror the texture for the other side of the ship.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 07, 2006, 06:32:50 PM
Coolness .... its looking good, what 3D app do you use?
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on December 07, 2006, 06:37:16 PM
*spooge*


....




*runs to get tissue paper*
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 08, 2006, 12:28:17 AM
Jesus, shes looking GREAT:D (wipes tear from cheak)

So whos Scripting The Capatins Hand Mission??? lool
would make for some nice footage, recreatiion for the trailer:D hehe, we could slap in in the game as the opening movie
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 08, 2006, 02:37:08 AM
To Kara

I've built the nametag as a mesh object (somewhat painstakingly; I'll detail it below) and am quite attached to the idea of it popping up when the detail box range is triggered. don't you think that will be awesome to have that name and registry number just sticking up out of the plates while sittig a few meters away in a Mk 2?

I had planned something similar for the distance name-tag. A 2 face rectangle floating about 0.25 units off the surface with the name tagged on. Possibly a higher resolution texture (512x128 or such; All white with Alpha for transparency... or like that. Lowest resource cost for the dimentions and transparency.)

If there is a way that the name tag mesh could be 'attached' to the ship so that the mesh could be specified for each instance of a ship in a mission/level (I have never med this FRED character, so I don't know what's what :P), that would certainly be optimial.

I'm just really diggin' on the modeled name. I'll be unhappy if it has to go. ;)


To Okino

3ds Max 8 basic.


To Ajax, and on the subject of an old question that I never answered in the Thanatos thread.

To make the plates, I usually build the base meshes with the eventual plating in mind. I lay edges along plate separation lines and what not. Once the base mesh is finished (or up to the point that it has the important shape information) I send it off by itself to a new scene. Copy it as a frozen REFERENCE mesh and hide it away. Then I lay all the other cuts I need into the cloned mesh. This can be quite a few, because while I made the mesh with the paneling in mind, at some points it would have been wasteful to add an extra line (and 16 polies or what-not along with it). I usually need to 'study' shots of the studio mesh to ge the paneling right anyway.

On a side note, the paneling on the pegasus is beautiful, mathematically. I suppose Jose Perez must be as obsessive about his meshes as I am, because it seems that when I translate from reference to mesh, the measurements are always neat or logical. Rarely do I see haphazard or sketchy. I know I'm being vague, sorry.

Anyway. Once I have the edges cut to define the plating, I select groups of plates (not touching) and inset or bevel them by a number (which has varied, but settled at 2 units for now), detach them from the mesh, and hide them (to keep the scene manageable).

I do this for all the plates I need until the original mesh is a skeletonish looking husk. I might delete that mesh or keep ahold of it for a bit in case I need ot recut a plate.

I then simply attack and clean up the inset/beveled plates and then bevel/extrude them (beveling with a positive extrusion of 2 units and an outward bevel of 1 unit). I then clean THAT up, because certain of the panels get twitchy because of edit poly mode and some vertices with inverse normals. (If anyone knows a way to flip a vertex normal in 3dsmax, help a man out please. I cannot find a function to do that aywhere... only flip face normals)

Of course then I just Xref the panel mesh into the original scene (which should line up perfectly if you had the foresight to put/leave your REFERENCE mesh at the same coordinates as it is in the base mesh.

The Xref isn't totally necessary, but It helps me keep things clear in my head. Once the model is finished (or needs to be exported) I'll make the Xreffed objects unique to the scene and get the ehole thing sorted.

Now... was that a garbled mess, or did you get that? I have a way of explaining things that only the insane seem to get.

To Everyone Else

\m/
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on December 08, 2006, 02:51:58 AM
Scotchy your WIP shot just replaced a really, really, really nice High Rez shot of a F-18C on my work computer, Pegasus is just that good.  Can't wait till she's out the slipways and the shipyards are open for non-cannons again ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 08, 2006, 04:33:46 AM
FYI, the panels are modelled flat on the Pegasus (and Galactica), and morphed to the hull.
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on December 08, 2006, 05:06:38 AM
Stunning!!!

You just wait till this god forsaken demo is out of the way, and I get back to my Galactica without interuption and distraction. So many new features to take advantage of since I've built her foundations.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 08, 2006, 01:27:48 PM
Morphed to the hull? I would love to know more about that.

I suspect that the underlying shape of the hull is a bit different from the averaged shape of the plating on top. Like the rounded plates on the outside edges of the flight pods. the underlying edge shape is unmistakably flat. It actually looks like the plates set on pedistals extruding from the main body.

I'm pretty sure the the basic body mesh of this model I'm making is inaccurate to the production mesh, but that level of detail seems like perhaps too much for this game. Sad...
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on December 08, 2006, 02:09:08 PM
Quote from: Scotchy;50387
To Kara

I've built the nametag as a mesh object (somewhat painstakingly; I'll detail it below) and am quite attached to the idea of it popping up when the detail box range is triggered. don't you think that will be awesome to have that name and registry number just sticking up out of the plates while sittig a few meters away in a Mk 2?

I had planned something similar for the distance name-tag. A 2 face rectangle floating about 0.25 units off the surface with the name tagged on. Possibly a higher resolution texture (512x128 or such; All white with Alpha for transparency... or like that. Lowest resource cost for the dimentions and transparency.)


That's pretty much exactly what Karma did with the Fenris.

Quote
If there is a way that the name tag mesh could be 'attached' to the ship so that the mesh could be specified for each instance of a ship in a mission/level (I have never med this FRED character, so I don't know what's what :P), that would certainly be optimial.

I'm just really diggin' on the modeled name. I'll be unhappy if it has to go. ;)


I don't know how detail boxes work but if they can work like non-targetable,  subsystems we could simply let anyone using a non-Pegasus Mercury class blow up that subsystem before the start of the mission, leaving only the texture version visible (and easily changed to another name).

If that isn't possible (DaBrain or Omni are the guys to ask) we have to we can always take a leaf out of the way FS2 did it and include seperate Mercury class and Pegasus models. The Pegasus would have the detail box and the others would simply have to use textures.

Once we've figured out how to do it we should do something similar with the Galactica model because it should also be possible to make Maybe-Columbia class Battlestars other than the Galactica.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 08, 2006, 03:47:38 PM
Quote from: Scotchy;50412
Morphed to the hull? I would love to know more about that.

I suspect that the underlying shape of the hull is a bit different from the averaged shape of the plating on top. Like the rounded plates on the outside edges of the flight pods. the underlying edge shape is unmistakably flat. It actually looks like the plates set on pedistals extruding from the main body.

I'm pretty sure the the basic body mesh of this model I'm making is inaccurate to the production mesh, but that level of detail seems like perhaps too much for this game. Sad...


I'll send you an example of it if you PM me your email address.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 09, 2006, 02:13:22 AM
For those of you who like wireshots and the like.

(http://img154.imageshack.us/img154/6365/vpgrabbasemeshexposemd9.th.jpg) (http://img154.imageshack.us/my.php?image=vpgrabbasemeshexposemd9.jpg)(http://img221.imageshack.us/img221/2149/vpgrabfullexposureuk7.th.jpg) (http://img221.imageshack.us/my.php?image=vpgrabfullexposureuk7.jpg)(http://img183.imageshack.us/img183/981/vpgrabfullwireexposureio0.th.jpg) (http://img183.imageshack.us/my.php?image=vpgrabfullwireexposureio0.jpg)(http://img242.imageshack.us/img242/9207/vpgrabnametagexposeqd7.th.jpg) (http://img242.imageshack.us/my.php?image=vpgrabnametagexposeqd7.jpg)

31114 Faces total.
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on December 09, 2006, 04:39:55 AM
A piece of this thread had to go public. So Scotchy, indulge in ego stroking :)

http://www.game-warden.com/forum/showthread.php?t=3000
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on December 09, 2006, 03:19:40 PM
Quote from: karajorma;50417

I don't know how detail boxes work but if they can work like non-targetable,  subsystems we could simply let anyone using a non-Pegasus Mercury class blow up that subsystem before the start of the mission, leaving only the texture version visible (and easily changed to another name).


They work like non-targetable subobjects. They're separate mehes.
You can create an outer and an inner detail box. The outer one has a low-poly mesh or decal on it and the inner box has the 'real' detail in it.

It's still pretty simple to set up.
$detailbox: 1  means you'll see the model when you're in the 'box'
$detailbox: -1  will only render the model when you're on the outside of the 'box' and hide it whe you're flying into the box.

So the objects 'switch'.

Here is a test model I made:
http://www.game-warden.com/starfox/Non_SF_related_stuff/DetailBox_test_kit.rar

Although it's only using the 'inner' box, you might be interested in seeing how it works. A MAX file should be included.
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on December 09, 2006, 03:50:08 PM
I know they're seperate meshes DaBrain but the issue is whether or not you can link the subobject to a subsystem and blow them up in FRED.

If not we'll need two table entries. Not that it's a huge problem. By the time we're ready for the full game we'll probably be allowed at least 300 even if they haven't been made dynamic yet.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on December 09, 2006, 04:09:35 PM
Hmmm if they're linked to another subobject (subsystem), they shouldn't appear anymore when this system isn't rendered anymore.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 23, 2006, 01:54:14 AM
New Renders.

I made a nifty image java script enabled image map of the thumbnails in Imageready, but LO AND BEHOLD... this ruttin' forum won't let me use it... NOT EVEN IFRAMES!

So I'll just link you to the pics individually. But not before linking to that damned thumbnail batch!

THUMBS (http://game-warden.com/bsg/staff_images/Scotchy/WIP/Thumbnails/12.22.2006.Thumbs.html)



12.16.2006 Backside (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.16.2006.Backside.jpg) - Preliminary work on fleshing out the panel details on the rearward half of the mid-section. they were temporary.

12.16.2006 Closeup (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.16.2006.Closeup.jpg) - Tight camera to show the "profile" of the new plates. I've kept this basic shape in the 12.21 shots and intend to continue this form from here-on-out.

12.16.2006 Plates (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.16.2006.Plates.jpg) - Revealing the Plating pattern. this has changed somewhat and is now accurate and final.

12.16.2006 Underside (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.16.2006.Underside.jpg) - Pardon the missing bits and the floating spine in this shot. I just pressed render without bothering to check that my mesh was untidy.

12.18.2006 Texture Test (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.18.2006.TexTest01.jpg) - Simple box mapping applied to the whole mesh. Looks very untidy in places, but this was meant to be a simple "what it might be like" render.

12.21.2006 Pod Interior (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.21.2006.PodInterior.jpg) - Newest images. The Body and Tail plates have AGAIN be remade as well as the top Flight Pod's plates. Also, I built the intrerior of the pods. I think some larger structures toward the center of the length are needed, but at the moment, I'm out of inspiration. Like airport terminals and control rooms and such.

StarSlayer! Inky! Omni! Whoever! I need inspiration!

12.21.2006 Rear (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.21.2006.Rear.jpg) - The Butt. The plating as you see it here (excluding the head and flight pod arms) is final. Well.. I might vertex tweak it in some areas, but yeah. Final.

12.21.2006 Under (http://game-warden.com/bsg/staff_images/Scotchy/WIP/12.21.2006.Under.jpg) - Again, pardon the floating spine. I really need to rebuild that thing anyway. The plating on the lower flight pods arent rebuily yet. Given that I have three families and all of them celebrate Xmas, I might not get around to finishing those until the end of the month. We shall see.


Yep.

OH! Ajax! I need your logo thingy. I've lost the one I had. Something larger than your avatar... and with alpha transparency please. If you have that.

Or just the font. I can replicate the other stuff if I had that font.
Title: [Colonial] Pegasus - Status: WIP
Post by: FusionStorm on December 23, 2006, 01:56:42 AM
Sweet. :D
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on December 23, 2006, 02:07:09 AM
Spooooooooooooooooge!

Ok... I need an XO (one that all respects and has no conflict of interest in project work/bias). I gotta get back to modelling soon.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on December 23, 2006, 02:33:01 AM
O man i want that job!

*Gets post first Cylon war emotional baggage, looks for loose wife, gets hammered*

j/k

Pegasus is well... Fraktastic
Title: [Colonial] Pegasus - Status: WIP
Post by: Freelancer on December 23, 2006, 02:39:23 AM
good work fellas!
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on December 23, 2006, 04:21:17 AM
You do know that our fans will wet their pants when they see that, right? :D
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 23, 2006, 04:51:04 AM
Nice work there.
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on December 23, 2006, 08:03:55 AM
Looks fantastic. We're definitely going to have to make sure the player has to fly through the docking pod at some point. :)
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 23, 2006, 10:10:09 AM
Sweet. shes loking better than ever. kinda scary the amount of detail we are required to add for ingame meshes these days eh?lol.

sadly i dont have any origonal opys of my logo, lost that long ago.
but if its to much bother dun worry, u have put in way more work than i ahve now, totaly dif mesh to the one i made, so if anything just a lil credit in a readme or something will be satisfactory lol
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 23, 2006, 12:58:21 PM
hey... hows about i make a new logo for ye?

The idea is like burning? Fire? Molten metal... like a sword straight from the forge?

I'll assume you ansered yes to that last one and proceed from there. :P

And... VIOLA!

(http://game-warden.com/bsg/staff_images/Scotchy/ajax.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 23, 2006, 04:22:41 PM
Was it the logo for the top of the Pegasus you wanted?

Ahhh .... misread the post
Title: [Colonial] Pegasus - Status: WIP
Post by: meleardil on December 23, 2006, 04:26:43 PM
This new one I like...Ajax, just take it. :)
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 24, 2006, 04:25:02 PM
dude, hehe, u gotta show me thouse photoshop tricks sometime:P:) lol, i gladly accept the new logo lol:naughty:
Title: Wiggle!
Post by: Scotchy on January 22, 2007, 02:40:53 AM
Long wait eh? Well the holidays came and went and I've gotten back to it all. I'm reworking a few things I previously thought I had locked down. Oh well. We live and learn. I'm currently rebuilding the head for better accuracy and stuff like accuracy. The shell off in the background is the old paneling that I've got floating there as a simple shape guide.

Also: I began to burn out on Pegasus for a bit, so I "cleared my palette" by working on a custom battlestar design. I'm working from the phrase "Alligator on Skis".

(http://img249.imageshack.us/img249/1536/01212007newface6uh.th.jpg) (http://img249.imageshack.us/my.php?image=01212007newface6uh.jpg)

(http://img142.imageshack.us/img142/7418/gatorstarrad012120072wn.th.jpg) (http://img142.imageshack.us/my.php?image=gatorstarrad012120072wn.jpg)(http://img153.imageshack.us/img153/1856/gatorstarrad2012120073ts.th.jpg) (http://img153.imageshack.us/my.php?image=gatorstarrad2012120073ts.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on January 23, 2007, 11:36:35 PM
I thought you were doing pretty well on the Pegasus, looking good. The 'Alligator' design looks interesting, are you going to add ribs and random panelling like the Galactica?
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 24, 2007, 07:02:30 PM
About the Gator-star: I really don't know. I had this idea in my head for making a smoother ship than Galactica. Longer and definitely older. The engines would look a bit more like modern rocket engines (though not exactly). I'm pretty well lost on what to do with the pods though.

I'm really open to all sorts of suggestions on that mesh, though I think it should be moved out to it's own thread at a near future date.

I've been busy with my birthday and all the relatives who crawled out of the woodwork to make a big to-do about it. But I've managed to get some work done on the Merc.

New Renders:

(http://img175.imageshack.us/img175/7448/01242007cameraone3ps.th.jpg) (http://img175.imageshack.us/my.php?image=01242007cameraone3ps.jpg)(http://img252.imageshack.us/img252/5281/01242007cameratwo1vv.th.jpg) (http://img252.imageshack.us/my.php?image=01242007cameratwo1vv.jpg)(http://img404.imageshack.us/img404/3122/01242007camerathree5fy.th.jpg) (http://img404.imageshack.us/my.php?image=01242007camerathree5fy.jpg)(http://img265.imageshack.us/img265/3111/01242007camerafour7pc.th.jpg) (http://img265.imageshack.us/my.php?image=01242007camerafour7pc.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on January 24, 2007, 08:11:07 PM
Gatorstar tentatively id say no as to it being older then Galactica.  Glactica was one of the original 12 BSGs developed at the outset of the Cylon Rebellion. Anything older would not be a BSG and probably even be more advanced then the Galactica was when she slid out the yards.  Due to the FUBAR situation that the Colonials would have faced at the outset of war(major chunk of their industry and military basically decided to kill them) the first 12 were probably the same class if only for economic, efficiency reasons.  the bulwark of the fleet were probably Galctica types, followed by probably a lighter class and eventually a heavier class like Pacifica.  A few more BSG classes were developed during the forty years until finally they came to the Merc Generation.  Depending on whether you want to make her hella big she probably could make a nice light BSG for the 1CW or any tonnage interim BSG.

BTW Merc is awesome i bow to thee.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on January 24, 2007, 11:29:29 PM
Wow! Very impressive! :yes:
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on January 25, 2007, 02:03:33 AM
hAPPY bIRTHday Scotchy! Excellent detailing!
Title: [Colonial] Pegasus - Status: WIP
Post by: Freelancer on January 25, 2007, 02:06:50 AM
Quote from: Scotchy;54974
About the Gator-star: I really don't know. I had this idea in my head for making a smoother ship than Galactica. Longer and definitely older. The engines would look a bit more like modern rocket engines (though not exactly). I'm pretty well lost on what to do with the pods though.

I'm really open to all sorts of suggestions on that mesh, though I think it should be moved out to it's own thread at a near future date.

I've been busy with my birthday and all the relatives who crawled out of the woodwork to make a big to-do about it. But I've managed to get some work done on the Merc.

New Renders:

(http://img175.imageshack.us/img175/7448/01242007cameraone3ps.th.jpg) (http://img175.imageshack.us/my.php?image=01242007cameraone3ps.jpg)(http://img252.imageshack.us/img252/5281/01242007cameratwo1vv.th.jpg) (http://img252.imageshack.us/my.php?image=01242007cameratwo1vv.jpg)(http://img404.imageshack.us/img404/3122/01242007camerathree5fy.th.jpg) (http://img404.imageshack.us/my.php?image=01242007camerathree5fy.jpg)(http://img265.imageshack.us/img265/3111/01242007camerafour7pc.th.jpg) (http://img265.imageshack.us/my.php?image=01242007camerafour7pc.jpg)


i am so glad i fucking bought my geforce 7600 512 meg card................ drools
Title: [Colonial] Pegasus - Status: WIP
Post by: Unknown Target on January 25, 2007, 02:15:55 AM
Awesome.

Totally incredible :)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 25, 2007, 02:32:11 AM
On polycounts: Unless I have missed the point quite drastically, detail boxes would allow for polycounts that are virtually unlimited if they are handled properly.

I might need a bit more information on how that all works so that I know where the "top end" should be. For the moment, however, I plan to take this ship almost all the way to studio mesh quality. Certainly not as high poly in individual areas, but I do intend to recognizably replicate all of the little details I can.

If I cut all the panels and miscellany up into individual sub-objects with their own detail box settings, it should be impossible to get more than, say 30-40 k of the total polycount on screen at any one time. Most details would only pop once a viper was virtually on top of them. And even then, could not a lower detail version exist for greater distance viewing, only to be replaced as the distance closes?

Gatorstar: SS brings the knowledge. I really hadn't thought of the state of colonial technology before the first Cylon rebellion. If any ships exist from that era, the almost surely could not be battlestars. I find myself at a loss for what to do with the gator. I have some ideas about the pods and such, but those old engines were something I really wanted to try.

Maybe I should save that for some future RTF business.

Mercury: The landing lights in the bays are a series of 2 triangle squares with and alpha mapped and fullbright glow texture applied to them. I seem to recall someone saying that transparency was tough on the FSO engine. Is this true? Would these be better as alpha glows on the texture below it?

Also, I still wish for some creative juicing on the pod internals. I feel that some kind of structure is called for at the center of their length. If it would help, I'll post a render of the exploded bay internals. So far, I can't think of anything that fits the Merc design. SS, I'm lookin' at you.

This thing is going to look much better now that I can focus on building 'new' mesh elements instead of recreating work I've already done. I can't wait for the engine panels to be finished; it's going to look great with the major paneling in place.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 25, 2007, 10:26:18 AM
And four hours later (though I waited seven hours to post :doubtful: ):

(http://img256.imageshack.us/img256/3992/01252007engines11tm.th.jpg) (http://img256.imageshack.us/my.php?image=01252007engines11tm.jpg)

I've "attempted" to render some newer shots, as I have done more work since this render. Alas, the electrons flow like molasses though this old machine of mine. I gave up on new renders for the time being. Perhaps tomorrow.

Polycount limit revised to 131072. Current standing: 94k +/- :shaking:

ALSO: I'm going to post this shot in the nugget forums. Those peoples need something to gawk at.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 25, 2007, 04:34:04 PM
Quote from: Scotchy;55110
I've "attempted" to render some newer shots, as I have done more work since this render. Alas, the electrons flow like molasses though this old machine of mine. I gave up on new renders for the time being. Perhaps tomorrow...

Or perhaps right now!

(http://img249.imageshack.us/img249/5690/01252007newpanelsone3bm.th.jpg) (http://img249.imageshack.us/my.php?image=01252007newpanelsone3bm.jpg)(http://img259.imageshack.us/img259/7210/01252007newpanelstwo2th.th.jpg) (http://img259.imageshack.us/my.php?image=01252007newpanelstwo2th.jpg)(http://img239.imageshack.us/img239/1696/01252007newpanelsthree1jy.th.jpg) (http://img239.imageshack.us/my.php?image=01252007newpanelsthree1jy.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on January 25, 2007, 07:27:36 PM
Fucking SWEET! Feel free to take your best renders and make em public. Its been awhile since the mases had something to salivate over.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on January 25, 2007, 08:08:51 PM
hmm well im not sure what your vision is for the Gatorstar (have to find a suitable gator god name for her like Sobek :) ) but maybe a strike carrier profile?

I think she would look good with some big Viper laden  flightpods similar to her hull shape and some long form fitting engines similar to the Galactica's.  She could quickly get to a location disgorge her fighters then fall back.  As a strike carrier id prolly giver some wicked frontal teeth for her initial rush, but the rest would be more geared to defense, since the slugging would be left to either Merc types or Dreadstars.

She is your lady but just adding my gut feeling about what she would look like when done.

Now i need to go pee my pants over the latest Merc renders
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on January 26, 2007, 12:15:19 AM
Doing a great job there Scotchy, I think there is going to be a lot of people out there on bended knee wanting a copy of that when your finished ..

  M.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 26, 2007, 01:56:06 AM
UH-OH! :D

http://www.scifi-meshes.com/forums/3d-wips/16678-btrl-battlestar-pegasus.html
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 07, 2007, 06:24:03 PM
I wanted to wait until I had something more significant to post, but oh well. It was quite windy last night and a tree fell and cut off my power. Seven hours... seven waking hours in the middle of the night. :squeeze:

Finally got around to fixing the 'spine' and plating it. The only major plating left to do is on the lower 'jawbone' and the pod arms. I started working on the lighter panel layer and some minor greebling on the engines. Forgive the atrocious colors, please.

(http://img411.imageshack.us/img411/5459/02062007topsideai1.th.jpg) (http://img411.imageshack.us/my.php?image=02062007topsideai1.jpg)(http://img261.imageshack.us/img261/6092/02062007backsidekp7.th.jpg) (http://img261.imageshack.us/my.php?image=02062007backsidekp7.jpg)(http://img261.imageshack.us/img261/7682/02072007enginedetailszt1.th.jpg) (http://img261.imageshack.us/my.php?image=02072007enginedetailszt1.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 07, 2007, 06:41:38 PM
My brain just spontaneously liquefied and leaked out my eyes, ears and nose
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on February 07, 2007, 08:27:35 PM
Very nice.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 08, 2007, 08:43:45 AM
Almost finished with the Engines, at least as far as the modeling goes. :cool1:

(http://img291.imageshack.us/img291/3384/02082007enginedetailsgq5.th.jpg) (http://img291.imageshack.us/my.php?image=02082007enginedetailsgq5.jpg)(http://img157.imageshack.us/img157/281/02082007enginedetails2tm4.th.jpg) (http://img157.imageshack.us/my.php?image=02082007enginedetails2tm4.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 09, 2007, 05:35:11 PM
132k

I'm totally irresponsible. I need to be STOPPED!

:D

(http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/Thumbnails/02.09.2007-NearlyTotalEngin.png) (http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/02.09.2007%20NearlyTotalEngines.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on February 09, 2007, 05:39:05 PM
....


Nope. Can't find the words.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on February 09, 2007, 05:41:39 PM
Looking good, and only 132K .......
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 09, 2007, 05:43:07 PM
I can tell right now, after looking at that render for a few minutes, that the 'thruster nozzles' all over the engines could stand a polycount reduction. I don't think the hole down the middle is needed. I could just texture that bit on.

Quote from: Scotchy;55110
Polycount limit revised to 131072. Current standing: 94k +/-

lol.
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on February 09, 2007, 05:48:17 PM
Love it, fantastic work. Now post some updates to your sfm thread so other's can drool too.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 09, 2007, 05:50:32 PM
Oh right... SFM.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 09, 2007, 07:54:25 PM
Are you going to use tile maps, or 'really' unwrap it?


Very impressive work btw. ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 09, 2007, 08:09:40 PM
really... real unwrapping.

:(
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 09, 2007, 08:21:38 PM
Scotchy can you post a head and torso pic of the Gator sorta the oposite of the rear view you post earlier ? ie bottom view tail pointed at the horizon?
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 09, 2007, 09:02:55 PM
tonight.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 09, 2007, 09:19:17 PM
Cool i probably wont have any use for it till next week anyway, the current version is only greebled 2 engines and a third of the butt.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 09, 2007, 09:44:15 PM
Quote from: Scotchy;56524
really... real unwrapping.

:(


It will be painful, but it will be worth it. :)

I would have loved that for the Galactica model too. Tiles can be useful, but I'm generally not a fan of them...
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 10, 2007, 02:30:08 AM
Since there will be ambient occlusion, I'll have to unwrap it all (maybe I can shave some effort with automatic unwrappers in areas).

Does anyone have some good information on using Render to Texture in 3ds Max 8 (or any version so long as it still applies to R8)? I would like to know it all.

To Slayer:

(http://img184.imageshack.us/img184/2582/gatorstar02092007isometxb1.th.jpg) (http://img184.imageshack.us/my.php?image=gatorstar02092007isometxb1.jpg)(http://img167.imageshack.us/img167/914/gatorstar02092007perspelg8.th.jpg) (http://img167.imageshack.us/my.php?image=gatorstar02092007perspelg8.jpg)

It comes in isometric projection AND 54 degree FOV perspective. Let me know if you need more!
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 10, 2007, 02:35:05 AM
woops, i wanted a belly shot... but the second one can be useful


>>EDIT and a shot of the Pod inside from say one of the corners.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 12, 2007, 02:59:07 AM
Belly shots:

Isometric
(http://img251.imageshack.us/img251/9797/gatorstar02112007isometbu0.th.jpg) (http://img251.imageshack.us/my.php?image=gatorstar02112007isometbu0.jpg)

Perspective (54deg FOV)
(http://img250.imageshack.us/img250/7006/gatorstar02112007persperv0.th.jpg) (http://img250.imageshack.us/my.php?image=gatorstar02112007persperv0.jpg)

Mercury Bays
(http://img170.imageshack.us/img170/1557/02112007bayinnersfb2.th.jpg) (http://img170.imageshack.us/my.php?image=02112007bayinnersfb2.jpg)(http://img405.imageshack.us/img405/9443/02112007bayinners2wd4.th.jpg) (http://img405.imageshack.us/my.php?image=02112007bayinners2wd4.jpg)(http://img259.imageshack.us/img259/7560/02112007baycutawaysb5.th.jpg) (http://img259.imageshack.us/my.php?image=02112007baycutawaysb5.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 12, 2007, 03:36:45 AM
Per Starslayer:

(http://img405.imageshack.us/img405/8535/gatorstarwhiteperspus9.th.jpg) (http://img405.imageshack.us/my.php?image=gatorstarwhiteperspus9.jpg)(http://img267.imageshack.us/img267/2590/pegbaywhitemr0.th.jpg) (http://img267.imageshack.us/my.php?image=pegbaywhitemr0.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Dukeman42 on February 12, 2007, 04:31:33 AM
Oh my Beautiful Beast...!
Title: [Colonial] Pegasus - Status: WIP
Post by: FusionStorm on February 12, 2007, 05:09:29 AM
Insane :D
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 12, 2007, 06:57:59 AM
For my pal:

(http://img468.imageshack.us/img468/6516/02122007battlestarajaxzc8.th.jpg) (http://img468.imageshack.us/my.php?image=02122007battlestarajaxzc8.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 12, 2007, 08:23:56 AM
(3x04)

Damn you Lee.
Wait... "Battlestar Ajax"? What the frack?!?
Now for real: Damn you Lee!

^^
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 22, 2007, 05:06:54 AM
173,449 Triangles. This is getting serious, guys. I'm scared. :shaking:

(http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/Thumbnails/02.20.2007-ExpoEngTHUMB.png) (http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/02.20.2007%20Exposed%20Engines.jpg)

IMAGE COMMENTARY
Here, I've peeled away the shells covering the midsection of the engines. The modeling on the inside is structurally finished, though I may optimize it more (not to mention the lower LOD versions). I also did a minor amount of optimization on the engines and other aspects of the mesh here. I'm always coming to realize new ways I could optimize this big ol' bitch and each and every one of them gives me itchy trousers when I think about the work involved.


(http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/Thumbnails/02.21.2007-TurretsTHUMB.png) (http://www.game-warden.com/bsg/staff_images/Scotchy/WIP/02.21.2007%20Turrets.jpg)

IMAGE COMMENTARY
I finally took care of some business that I was putting off for a while: Finishing the plating on the "jaw" and building the turrets. They are a little high poly at around 800 per turret. I thank Allah that I Xref'd them into the scene. Makes updating their geometry so much easier. I also added a few greebles to the ship. On the very front ends of the engines there is some new work (low poly enough to be conservative, but detailed enough to make players that come in for a fly-by happy) as well as some minor... stuff on the upper flight pods. Those second details also appear in the previous image, but they don't show up too well at these distances.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 22, 2007, 05:12:10 AM
horay for shooty stuff!
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 22, 2007, 07:55:11 AM
Pure ownage!

If there is anything I can do to help you with this, just tell me. ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 22, 2007, 02:12:46 PM
Managed to cut it back to 170,997 wit ha little optimization. If I apply this technique, I could probably cut 15 or 20 thousand polies. :| It's so dull.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 22, 2007, 02:29:40 PM
Look on the bright side the more ya learn on the Beast the easier it will be to do Sobek ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Dukeman42 on February 22, 2007, 02:37:43 PM
YES!!!  The Beast rocks harder and harder every time I see her
Title: [Colonial] Pegasus - Status: WIP
Post by: meleardil on February 22, 2007, 04:28:14 PM
It is just not fair! He is a genius, where I am a noob, thats OK. I knew it already. But I was told strictly to stay close to 60k with the refinery! And below 25k with ragnar!!! Bah! Ragnar is 10 times bigger in mass than pegasus... So...as a compensation - can I redesign refinery with 300k? *idiotic grin* Can I?
For example the pipes could have 12 sides instead of the shit looking 6, and many surface detailes could be added, what I left to make it simplier...I know, that is a single mission modell, but still... I say this, because I see the Pegasus to become practically movie detailed with less than 200k, and te beauty of it makes my mouse hand tingle with excitement. :) I very much doubt that the "official game" will come any close to its quality and pure beauty.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 22, 2007, 04:46:36 PM
You're right about the poly limit.

Back then the detail box feature was broken.

The actual limit should still be 60k polies... but as maximum that gets rendered in-game at once. Not as total limit.

Edit: Hmm well... maybe we can go beyond 60k polygons for a single ship.
Seeing how well the engine performs with the city in SoL, I think it can take quite a few polies. ;)

Taylor would probably tell you to use as few as possible.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on February 22, 2007, 06:23:46 PM
Great work, it's coming along nicely.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 23, 2007, 02:46:20 AM
Thanks guys.

SS: I'm REALLY looking forward to that at some point. I can't wait for some more refined concepts to drool over. You took what was a pretty basic design and turned it into a killer ship... even a hero ship.

Duke: Thanks, Cap'n!

Mel: I would say to ramp up your quality levels to MAX on Ragnar at least. So long as you take advantage of the detail boxes, it should be easy cheese. 60k as a top end for the refinery ship seems pretty reasonable, though I may have the wrong ship in mind.

DaB: 60k is what I'll TRY to achieve once all is said and done. If detail boxes allow for me to do levels of detail swapping on individual sumobjects, then I should be able to easily achieve that goal.

Okino: Thanks, as always. :)


I rendered a couple of size comps with Coxxon's Galactica (Omni, I would dearly love to have a version of yours to work with... and a properly scaled Viper and Raptor set) to show you all and get your feedback on the sizes. hopefully I'm not too off the mark.

(http://img72.imageshack.us/img72/2686/02222007sizecomp1fa2.th.jpg) (http://img72.imageshack.us/my.php?image=02222007sizecomp1fa2.jpg)(http://img87.imageshack.us/img87/5180/02222007sizecomp2hq0.th.jpg) (http://img87.imageshack.us/my.php?image=02222007sizecomp2hq0.jpg)

Also: A New render showing some minor changes here and there (note the last pod arm).

(http://img183.imageshack.us/img183/7324/02222007newpylonshc7.th.jpg) (http://img183.imageshack.us/my.php?image=02222007newpylonshc7.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on February 23, 2007, 03:03:17 AM
Go by the guns!!  ;)  Use the HRTs from some of the Pegasus pics then scale em against the Glactica HRTs.  Enlist one of those math hungry forumites to do the number crunching :P

She looks god like by the way ill be so stoked when your free to work on other stuff... ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on February 23, 2007, 07:56:20 AM
You know this will be the best model in a FS2 engine game ever(!), right? ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on February 23, 2007, 10:14:05 AM
Absolutely amazing work, Scotchy. If u ever come by NYC, I get first 5 rounds for u.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 23, 2007, 10:53:54 AM
Yay! Drinking!
Title: [Colonial] Pegasus - Status: WIP
Post by: meleardil on February 23, 2007, 11:30:42 AM
Quote from: Scotchy;57774

Mel: I would say to ramp up your quality levels to MAX on Ragnar at least. So long as you take advantage of the detail boxes, it should be easy cheese. 60k as a top end for the refinery ship seems pretty reasonable, though I may have the wrong ship in mind.


I was introduced (by Master DaBrain) to Mr. Detailbox only about 6 weeks ago.
And yes...I think you have the wrong ship in mind. I was talking about Cylon refinery base, not the refinery ship. Here it is:
Cylon Tyllium Refinery Base (http://www.game-warden.com/forum/showthread.php?t=2101&highlight=refinery)
I think this could be, and Ragnar definately must be boosted up with detail boxes (or they will look like flying cubes compared to your masterpiece).
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on February 27, 2007, 02:35:10 PM
Oh Holy Christ! Yes definitely ramp up the poly-glory on that behemoth!
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on February 28, 2007, 02:10:09 PM
heh, fucking sweet work u got there:P if ur having trouble scaling just use either the turrets as referance as there rufley the same size, or the viper tubes, add a tube to the galactica and [peggy then rescale till bam, u got ur correct scale since the vipertubes have to fit both the mk 7 and 2 they should be prity much the same dimensions
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on March 01, 2007, 05:04:43 AM
Did you see your Battlestar, Ajax? 8D
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on March 01, 2007, 05:50:43 AM
Man itll be good to pump the demo out the airlock and get back to the fun stuff ;) i almost forgot how awesome Melly's Ragnar and Refinery (Not to mention a certain shipyard will be) are.

BTW Scotch did you woo away the Joker's girlfriend in that avatar :P
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on October 06, 2007, 09:08:08 PM
Necromonger strikes

Any news on the beast, Scotchy?
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on October 27, 2007, 12:52:59 AM
After an age, I post again! Truth told, I have been too busy and too stressed out to do much of anything creative beyond chain-swearing... which is the height of my creative activities since around April. See, I gots a promotion at work. Management (Middle Style) is 2 tons of bullshit hauled by tons off assholes. With benefits. Anyway, I've gotten a sort of equilibrium established now and have gone back to work.

These are shots of the so-called Optimized Mercury. It really started drilling my skull that my model was so incredibly wasteful; using nearly 200K triangles for a model that really doesn't need that many for the level of detail evident. I had delusions of infinite immersion, when my goals should have been immersing game-play. To that end I went back to the basic elements of the model and started optimizing like a fuckin' crazy guy.

It's not done yet, but this is sort of Pegasus 2.0:

16,374 TRIGONS

(http://img507.imageshack.us/img507/8687/mercury3102407hm7.th.png) (http://img507.imageshack.us/my.php?image=mercury3102407hm7.png) (http://img507.imageshack.us/img507/655/mercury2102407bb3.th.png) (http://img507.imageshack.us/my.php?image=mercury2102407bb3.png) (http://img507.imageshack.us/img507/2056/mercury1102407py9.th.png) (http://img507.imageshack.us/my.php?image=mercury1102407py9.png)


HALT BEFORE PANIC!

The same old 12 Gazillion polygon mesh is just fine. Slightly dusty, yes. But quite intact; very samey. I can ramp up the triangle count on this one to come back up to the general level of visual complexity of the older mesh. That won't be a real problem. But the driving idea here is to make a mesh that uses the ABSOLUTE BARE MINIMUM to convey it's shape (silhouette) and texture.

Comments!
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on October 27, 2007, 12:59:43 AM
Yay he's back Yaaaaayyyyyyy!  I was worried Thanatos and Sobek wouldn't get the luvin they deserve.

I will miss the trenches but with normal maping it probably won't matter.  She looks hawt in any case the ass especially
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on October 27, 2007, 01:30:42 AM
Looks like a good LOD-2 version or the Peg. Just dont kill off the uber detailed version just yet. I still think that can be made into a practical LOD-0 with the detail box feature assigned to the various model details.

I'd like the uber model for the next round of propoganda videos. I think recreating the Pegasus saves Galactica sequence in Exodus is a great way to introduce your peggy ingame for the masses.

Sweet work on Pegasus optimization. Optimizing the the Galactica LOD's will be a bitch for me.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on October 27, 2007, 01:52:21 AM
Yeah. and i bet LTC is eager to get his dirty mitts on the UberPolyPegasus for animation purposes ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on October 27, 2007, 03:40:54 AM
Since we dont have the horsepower to use Zoic uber models for animation, only our best work (uber lod-0's) will be used in CGI stuffs. And that previous uber Pegasus model more than fits the bill.
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on October 27, 2007, 05:14:45 AM
Congratz on the promotion Scotchy. And cool update.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 12, 2007, 02:23:30 AM
Ahoy! Rebuilding from the bottom up! Will be much more accurate this time through and hopefully, quite a bit more polygon friendly. I've already optimized these parts as far as  I think it wise to do.

(http://img207.imageshack.us/img207/6455/newengines021111hq3.th.jpg) (http://img207.imageshack.us/my.php?image=newengines021111hq3.jpg)(http://img98.imageshack.us/img98/5284/newengines011111do9.th.jpg) (http://img98.imageshack.us/my.php?image=newengines011111do9.jpg)(http://img222.imageshack.us/img222/6726/snsengineslod0basisgrabba1.th.jpg) (http://img222.imageshack.us/my.php?image=snsengineslod0basisgrabba1.jpg)(http://img254.imageshack.us/img254/8336/snsengineslod0armorgrabsj9.th.jpg) (http://img254.imageshack.us/my.php?image=snsengineslod0armorgrabsj9.jpg)(http://img222.imageshack.us/img222/4986/snsengineslod0totalgrabfa1.th.jpg) (http://img222.imageshack.us/my.php?image=snsengineslod0totalgrabfa1.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on November 12, 2007, 02:42:30 AM
Optimization looking very game friendly. Lets collaborate on Pegasus's completion and send new parts for me to UV as they are optimized. Transfering the UV stuffs will not be so hard.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on November 12, 2007, 03:59:30 PM
Nice update
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 17, 2007, 01:48:39 PM
I meant to post these last night, but today is just as good. There is still optimization to be done on the aft pod arms and possibly a bit more on the fore and mid.

(http://img134.imageshack.us/img134/8328/snsarmslod0grabjk4.th.jpg) (http://img134.imageshack.us/my.php?image=snsarmslod0grabjk4.jpg)(http://img142.imageshack.us/img142/3617/newpodarms011117qr2.th.jpg) (http://img142.imageshack.us/my.php?image=newpodarms011117qr2.jpg)(http://img204.imageshack.us/img204/4264/newpodarms021117kq8.th.jpg) (http://img204.imageshack.us/my.php?image=newpodarms021117kq8.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on November 17, 2007, 02:28:13 PM
Cool work, when it's finished, if you want me to do some beauty shot renders of it 'fully lit', let me know.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on November 30, 2007, 02:49:21 AM
I've started building the main body mesh and the frames. It still needs plenty of optimization on the frames, but the understructure is incredibly poly-light.

(http://img156.imageshack.us/img156/4479/prog1127sh5.th.jpg) (http://img156.imageshack.us/my.php?image=prog1127sh5.jpg)(http://img410.imageshack.us/img410/8862/prog21127ru7.th.jpg) (http://img410.imageshack.us/my.php?image=prog21127ru7.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on November 30, 2007, 02:53:17 AM
Awesomeness
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on November 30, 2007, 04:24:10 PM
Very nice.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 09, 2007, 01:59:05 AM
She's certainly getting there. Bottom pods, pod connective sandwich mass, dradis dome, stinger, hoses and the main body spine are the remaining components to be finalized before hooking up the greeblies and turrets.

Q: What sorts of object properties can I list in the subobjects settings? The detail box info I know. Is there anything else?

(http://img470.imageshack.us/img470/8107/pluspods120807fz6.th.jpg) (http://img470.imageshack.us/my.php?image=pluspods120807fz6.jpg)(http://img529.imageshack.us/img529/5973/pluspods2120807tk4.th.jpg) (http://img529.imageshack.us/my.php?image=pluspods2120807tk4.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 09, 2007, 03:23:22 AM
are you making the retcon version of pegasus? i noticed the pods and such are the razor version.

other than that great friggin work, i feel sorry for yuo, having to UV that beast:P
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 09, 2007, 04:31:00 AM
I'm not sure if I'm going to do it 100% retrocon version or not. I'm still undecided about the inset areas. I really like them as landing pads and such, but they really looked neat when they were filled with random greebles. The frames though, I'm 100% sold on them. It's going to add to the final poly count having the extra greebles in there, but the modifications look so good that I can't resist.
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 09, 2007, 11:52:59 AM
an intresting thing is that allot of the additions look like thrusters. som,ething the pegasus had been lacking before. also this was probably the inhouse guys screwing up again but it looked like pegasus was firing PDA's and flak guns from places she dont have them, like the imfamous turret on to of the flight pod at the begining of season 3. lol

btw are you including the grebles as detail boxes? or are you just using them to bake onto a normal map?
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 09, 2007, 06:31:29 PM
Detail boxes AND normals. Super high versions to generate the normals from and various LODs in detail boxed mode. I want to generate the normal maps from a high resolution mesh in order not only to add more detail, but to achieve a much better smoothing solution than would be allowed with traditional smoothing groups.
Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 09, 2007, 06:32:33 PM
sweet!!!
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on December 09, 2007, 07:11:28 PM
Quote from: Scotchy;86219
Detail boxes AND normals. Super high versions to generate the normals from and various LODs in detail boxed mode. I want to generate the normal maps from a high resolution mesh in order not only to add more detail, but to achieve a much better smoothing solution than would be allowed with traditional smoothing groups.


Awesome work!

But the baking of the normal maps will get pretty complicated. (Unless you did that before.)

Just contact me if you need help with that. It can be quite a lot of work.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 09, 2007, 09:01:20 PM
Quote from: DaBrain;86224
Awesome work!

But the baking of the normal maps will get pretty complicated. (Unless you did that before.)

Just contact me if you need help with that. It can be quite a lot of work.

I've done some simple meshes, but this level of detail will undoubtedly be complex. Thanks for offering your help, DB.
Title: [Colonial] Pegasus - Status: WIP
Post by: Speedy on December 11, 2007, 12:33:44 PM
Dang Scotchy, just looking at it makes my eyes lag...

Nice work :P
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on December 11, 2007, 03:49:44 PM
Yay Scotchy Let me preach his name ;)
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 19, 2007, 12:12:08 AM
Busy week! This is why I alternately advocate atheism and zealous religiosity... wait, never mind. Corporate greed and rabid consumerism crosses all religious boundaries! Yay!

Anyway... look at this:

(http://img176.imageshack.us/img176/2176/pods011217cd8.th.jpg) (http://img176.imageshack.us/my.php?image=pods011217cd8.jpg)(http://img152.imageshack.us/img152/1379/pods031217oh6.th.jpg) (http://img152.imageshack.us/my.php?image=pods031217oh6.jpg)(http://img167.imageshack.us/img167/6231/pods021217xn5.th.jpg) (http://img167.imageshack.us/my.php?image=pods021217xn5.jpg)
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on December 19, 2007, 06:44:53 AM
Is that a Raptor launch tube on the left? :lol:
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 19, 2007, 10:39:03 AM
Quote from: Lt. Cannonfodder;86827
Is that a Raptor launch tube on the left? :lol:


Yup
Title: Revisionism; is it a bad idea?
Post by: Scotchy on December 19, 2007, 02:48:01 PM
Just an FYI, I'm actually making some small changes to the overall design. Minor stuff, but stuff that IMHO makes sense and won't stand out as a glaring continuity error or what-have-you.

Take the pods for and example; on the studio Pegasus, there are five 'walls' between the launch tubes and the KEWs, whereas I have modeled another wall after the last launch tube (going aft) and plan to add a fourth KEW behind it. That will mean 2 extra heavy weapons added that are not evident in the production assets. This has the effect of better balancing the the front to back profile of the pods. In effect, it makes the Pegasus look a bit less like the whole thing was a 2 week rush job to meet a shooting deadline (which were the conditions Jose Perez was under during the build). It makes it look a bit more like a naval vessel that was designed and built over the course of a couple of decades.

(http://img406.imageshack.us/img406/1910/podguns12192007be1.th.jpg) (http://img406.imageshack.us/my.php?image=podguns12192007be1.jpg)

There is a bit more I could type about right now, but I've got to get to work.
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 19, 2007, 04:19:44 PM
Looks good.
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on December 29, 2007, 12:59:33 PM
Pegasus version "propoganda" successfully converted ingame. 113k and 6 2048 maps. Just needs glow baking, polished shinies, and bumpies.
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on December 29, 2007, 02:20:08 PM
:D

When shall the propagandizing start?

Title: [Colonial] Pegasus - Status: WIP
Post by: Ajax on December 29, 2007, 02:40:21 PM
i guess as soon as thouse running lights have been baked
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on December 29, 2007, 04:03:12 PM
we can do shots of the galactica-pegasus standof (I like to call it the Adama vs Cain 'who has more balls' competition) with the viper mk2s and mk7's in between


shots now, a video would be nice to make later.
Title: [Colonial] Pegasus - Status: WIP
Post by: FusionStorm on December 29, 2007, 04:26:01 PM
Personally, I still can't believe that no one has noticed the textured Peg on the website yet. :lol:

Otherwise, woot for propaganda. :D
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on December 29, 2007, 04:43:09 PM
they probably think its straight from the show.

we may need to have video of it before people actually believe us
Title: [Colonial] Pegasus - Status: WIP
Post by: Lt. Cannonfodder on December 29, 2007, 06:57:48 PM
Nice!

Omni, can you try using DB's low-ambient command line settings and see how they look with the big ships? I'd like to see how big difference they make.

EDIT: Thanks DB: -no_emissive_light -ogl_spec 80 -ambient_factor 95
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on December 30, 2007, 03:59:28 PM
Very nice
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on January 03, 2008, 07:33:51 AM
Masochism with futile work...
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on January 03, 2008, 08:01:52 AM
It's not completely futile. Think of all the marriage proposals you and Scotchy will get.

Admittedly most of them will be from men but you can't have everything. :D
Title: [Colonial] Pegasus - Status: WIP
Post by: FusionStorm on January 03, 2008, 02:08:14 PM
Holy super onionz.............:eek2:
Title: [Colonial] Pegasus - Status: WIP
Post by: shiv on January 03, 2008, 02:10:01 PM
This looks... incredible and awesome! :)

Eyecandyfull
Title: [Colonial] Pegasus - Status: WIP
Post by: FusionStorm on January 03, 2008, 02:13:22 PM
Ok..........I just seen the video on modDB, that needs a news post.
Title: [Colonial] Pegasus - Status: WIP
Post by: karajorma on January 03, 2008, 09:24:58 PM
I tend to agree.
Title: [Colonial] Pegasus - Status: WIP
Post by: DaBrain on January 03, 2008, 10:35:41 PM
Very nice!

Is the model on the FTP?

Please upload the video on stage6. The quality on Moddb is horrible. :(
Title: [Colonial] Pegasus - Status: WIP
Post by: Okino on January 03, 2008, 10:54:47 PM
Great work. Out of interest, how many lights did you use?
Title: [Colonial] Pegasus - Status: WIP
Post by: Scotchy on January 04, 2008, 12:11:20 AM
BD

That looks really good. REALLY good.
Title: [Colonial] Pegasus - Status: WIP
Post by: StarSlayer on January 04, 2008, 01:03:46 AM
That's blacker then the blackest black times infinity.

One question is there a way to make it a little more flat? Seems a bit shiny to me, but its probably just my screen.

In any case it's Brutal
Title: [Colonial] Pegasus - Status: WIP
Post by: Turambar on January 04, 2008, 04:17:21 AM
werent we supposed to do a double news post?
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on January 04, 2008, 04:20:34 AM
Before the voting ended. Video and picture updates are not exactly the same thing caliber, dude.
Title: [Colonial] Pegasus - Status: WIP
Post by: meleardil on January 04, 2008, 12:36:46 PM
I like that Video very much. It was amazing, and had the thing we aim for, the true BSG feeling.

There were only two things decreasing the realness of it.
1. The turrets are jumpy...they change angle in 0 time. Could it be a turret parameter? Rotation time?  
2. Basestar missiles all hit the center of battlestars...looked weird. Could they target random submodels, or have a wider spread?
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on March 26, 2008, 05:24:46 AM
Bump on Peg progress, since Overlord has seen no activity for its category for awhile. Please update Overlord progress stats. I have very little time to continually bump threads as wake up call.
Title: [Colonial] Pegasus - Status: WIP
Post by: Omniscaper on May 04, 2008, 03:49:17 AM
Last bump b4 bump from the roster.