Page 20 of 36 FirstFirst ... 101112131415161718192021222324252627282930 ... LastLast
Results 951 to 1,000 of 1753

Model Showroom III - Show Hard With a Vengeance

  1. #951
    I don't know what i'm doing with this ''horrible looking thing", i might just put it on squid, or 360 and sell it. I've seen bricks sold on those sites... so I should fare well.

    Some further progress, still no where near the 150k mark im going for, but getting there. Once landing gear, ejection system, and a few other things are added, it might hit 120k.



    Uploaded with ImageShack.us
    Black Horizon

  2. Child's Play Donor  #952
    I think you can assume that the ":P" and the praise in the rest of the post means it's sarcastic or jokey.

    It doesn't look taiidan. Maybe textures will help, but the taiidan tend to have multiple curves in their strike craft. That said, it's a very nice model. I'm amazed at how fast (and well) you model.

  3. #953
    Member Krnt's Avatar
    Join Date
    Jul 2009
    Location
    Bridge Between Worlds, Core of the Universe
    Looks much better now, the little details make you understand much better what you are looking.

  4. #954
    It may not look Taiidan, but Kushan don't look Hiigaran and the Bentus (the ship) looks more like progenitor than the Bentusi race we knew from original HW. Don't forget he stated it's way in the future after original Taiidans and this is actually pretty close for the time they had to evolve. Plus I still can see some Taiidan elements -for example, remember the shape around the sides of the cockpit of Taiidan Scout? The fins on the sides of the front part, it kinda look similar here. And oviously the side gun.
    And even if it wasn't Taiidan, it's pretty cool ship.

  5. #955
    Member MelvinVM's Avatar
    Join Date
    Jan 2008
    Location
    My train can fly!
    I thought i'd pay a visit and leave again

  6. #956
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Those team colors are pixelated as hell, but their overall shape are very interesting.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  7. Child's Play Donor  #957

    Spoiler

    Last edited by Zephyr; 9th Oct 10 at 6:30 PM. Reason: added spoiler tags

  8. #958
    Very nice. The only detail that seems odd is that ball thingy. I'd think more sticking of mini-goblin wings (like the ones around the BC or Carrier) would be fitting on that part of the hull - but that's just me. The rest of the ship looks really good!
    Path To Victory

    - I can count to 1024 on my fingers! -

  9. Child's Play Donor  #959
    thanks. I've been staring at big flat faces and wondering what to do with them for a while now. I'll do something else there. how big it is and how heavily armed so I can start doing specific goblins (subsystem and turret).

  10. #960
    Member Ultraxwing's Avatar
    Join Date
    Aug 2008
    Location
    Florida, it's a rather hot state
    It's a good model, just that ball thing is a bit of an eye sore. just being honest. but maybe it makes sense as a hubble of sorts, or maybe a sensor. just need to somewhat smaller, or it's just me and my pickiness for odd pertrusions.

    Do you Remember Love?

  11. #961
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    (Also; try put 'em as thumbnail links and/or in 'spoiler' tags if you can pretty please).

  12. Child's Play Donor  #962

    sorry



    The ball is gone, and some more details have been added.
    Any ideas on how heavily armed? Just hull defence or something a bit meatier (pulsar/torpedo/ions)?

  13. #963
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    (Haha, no need for sorry Ender, but my 3rd world-styles internet connection thanks you )

    Very nice looking ship btw

  14. Child's Play Donor  #964

    Spoiler



    I've been investigating fancy render settings

    I think it's going to have teeth, but not fangs (it'll be able to hold it's own but not be a cost-effective combat ship)

  15. #965
    Ender what program are you using to model if I may ask?
    Who's that guy?

  16. Child's Play Donor  #966

  17. #967
    It's been a while since I've had the chance to make a new model...

    Spoiler



    It's a work in progress. There are a couple turrets that I have to model still, as well as do a little more detailing. Currently the model stands at 11659 polygons, though it's horribly unoptimized. With a little work I can probably drop it to about 8-9k

  18. #968
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    Interesting.
    Look, I have zero Modelling skills (yet), so I'm always a bit hesitant to critique others work, especially when they are so obviously skilled.

    Having said that; I'd still like to make some suggestions.

    Where you have the three Pulse lasers on the flanks, would you consider moving two of them; one each to the top and bottom of the flat spot at the tips of the wings?
    Or are you going for 'concentrated fire' over 'full coverage'?
    I like the dorsal and (I assume) ventral Pulse lasers though.

    I have a personal thing against ships with 'weapons all over them' so I would cut down the Missile points to at least half, but maybe you are going for some kind of 'staggered launch' which would make sense.
    (And it IS a Dreadnaught I guess...)

    Any way, nice model. :P

  19. #969
    Thanks for the feedback.

    Yes, I am going for concentrated fire over total coverage. Usually my Lemurian ships are set up for frontal assaults, but this one is set up for broadsiding, or at least, the turrets are (or, will be when I model them). The integrated pulse cannons are there to sort of give more coverage, but moreover just to help focus insane amounts of firepower on a single target. Essentially, the ship's role is just to plop itself in the middle of a battle and just obliterate anything that moves.

    The missile ports are extremely abundant because, well, it's a Dreadnaught, but you already knew that. They don't necessarily have a staggered launch though. If a captain wished, all 72 missiles could be fired at once. But that would probably be a bit of overkill. :P

  20. #970
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    Ahh, interesting stuff.

    I see now that with a Broadside behavior that setup would work nicely.

    I'd actually love to SEE all 72 Missiles launched at once, that would be devastating!
    (Huh, and if cluster sub-munitions on all... woah.)

    Overkill is pretty subjective though aye; your ship, your call.

  21. #971
    I got bored so I fiddled with a greeble generator plugin.

    The result...


  22. Child's Play Donor  #972
    ... Interesting... What did you use to make that?

  23. #973
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Cube city.

  24. #974
    Haha. I used Blender. It has a downloadable plugin called the "Discombobulator". If you don't abuse it, it can be quite handy.

  25. #975
    I haven't posted anything worthwhile (aside from the cube ) so I figured I would.



    This is a replica (with small modifications) of a lego model I built when I was younger. I think we can all say that we have our favorite ships, well this is my own custom ship and it's my all time favorite.

    This is just the upper section for now, It has about 4 sections, the Front (shown), the upper spine, the lower spine, and the engines.

    I will always welcome criticism, but I won't be changing much unless it really is something I need to fix.

  26. #976
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    Hi,
    Nice, I'm always into cross-overs of loves, Lego+anything being one of them..
    Can you post a pic at a different angle please?
    The perspective made me think it was a flat, kinked, arm thing at first, then I realized it has a 'neck' that lifts up...
    Interesting so far, I'm keen to see the rest..

  27. #977
    Member Ultraxwing's Avatar
    Join Date
    Aug 2008
    Location
    Florida, it's a rather hot state
    i remember making many lego creations, actually most of my mod idea's are from lego creations, but due to heavy criticism i had to get rid of 80% of the initial ideas. but hey, the general concept is stil their. i support that design. it's original, awesome design, reminds me of a skiff.

    it's a great design, the only problem i see in terms of actuallity is the part of picking up the bridge, doesn't seem right. but i respect your wishes.

  28. #978
    credit relic , fluffypuppy and Ice

    http://yfrog.com/jc52147459p

  29. #979
    @ Ultraxwing The bridge was proportionate to my lego model...it has since been fixed.

  30. #980
    chirp chirp, why so quiet in here? heh,

    anyways, been working in my spare time on a new story based on Greek mythology. This first ship that I'm showing is called "Icarus". A carrier class, and long distance jumper. The "wings' fold back along the ships hull. Its is still fairly early in development, and needs a few more things done to it before I can start texturing it.

    as always, comments and critics are welcome



    Uploaded with ImageShack.us





    Uploaded with ImageShack.us

  31. #981
    Member KeyBored's Avatar
    Join Date
    Dec 2009
    Location
    Inside a Transport Buffer.... :(
    :O Thats really good design, and scary.

    The only thing i would say, is the face is too round, try to make it look like a scary mask, like Dr Doom, but looking like i-robot is just as good



    got a name for the race?

  32. Child's Play Donor  #982
    I like the face: It reminds me of ancient greet theatre masks.

  33. #983
    To me the ship really is a Harpy, not the Icarus.

  34. #984
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    Will there be a Daedalus?

  35. #985
    Quote Originally Posted by Ender
    Any ideas on how heavily armed? Just hull defence or something a bit meatier (pulsar/torpedo/ions)?
    Depends on the size of the ship. The higher the tonnage, the slower the turning rate and acceleration so smaller ships will get out of range pretty quickly. If it's Mothership class I'd stick to point defence weapons.

  36. #986
    Member herbyguitar's Avatar
    Join Date
    Jan 2010
    Location
    Lamar, Missouri

    Kadesh

    Thumbnails. Click to enlarge.

    Kadesh frigate model
    Weapons and systems retract or store away within frigates when at rest.

    Spoiler



    Kadesh Carrier model

    Spoiler


  37. #987
    If you want that to be slightly "higher tech", you could give it pulsar PD's similar to what the Higgy BC has.

  38. Child's Play Donor  #988
    I was thinking of giving it a long range fire support ion cannon and a pulsar defence grid
    Re: size I think the general consensus was that the next biggest ship in this picture was a battlecruiser, which would make it about 4x bigger.

    Spoiler


  39. #989
    um ender.. i want to fly this ship i nreal life.. lol it's big, it can build WHATEVER and it's cool

  40. #990
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    For that thing i'd go a multi faceted route.

    Start by taking the higgy BC Ion turrent and scaling it down to around 1/2 to 1/3 the size, (see what works best with the model).

    next work out a whole series of points for weaponry, (i'll give more on this later).

    With regards damage and range. Set it's range to somwhat more than a BC cannon, 7500-9000 would work best though my gut says about 8000.

    Likewise tone the damage per beam down, (5K would be a good figure) and up the cycle time, (i.e it takes longer between shots, 5 to 10 seconds extra would be good).

    Next look a adding some lighter weaponry on the oppossitte end of the scale. I'd simply take the BC pulsar systems, scale as appropriate and place a number of them along the edges, with some heavilly scaled up gunship corvete turrets along the dorsal and ventral surfaces, (gunships would produce more varies FX, which is cool looking).

    That said whilst the pulsar's make good PD guns i would expect this ship to carry some longer range anti-fighter weapons for interdictign attackers. Flak Frigate turrets would do great, though if you feel up to modeling it a long barreled turret with more guns would look especially good, quad sounds intresting, though a Casion Piano style pom-pom mount would be good too). I would tone down the damage, both against fighters and especially corvettes, (i'd disallow anything else as valid targets though). But extend the range a littile over the standard flak frigate guns. Say 3500 or so. Set them up so they fire each gun in sequance, , with a 1 second delay between each gun and the whole sequance set to repeat every X+1 seconds, (where X is the number of barrels). Effectivly giving them a continuous fire effect, (hence why i suggested toning down the damage).


    Right i said soming about placment. Ultimmetly pick each location with care. You want to arrange each turret so it has a limited firing arc. So place it where it loks sensible and the hull limits the avalibile traverse. I would recommend 90-120 degree arcs for the Ions, and 15-30 for the pulsars. Flacks can be a bit wider as i'd expet fewer of them, (notice how angle is reletive to numbers), 180-270 would work fine.

    The idea is to give each turret only minimial overlap in firing arc with that of it's neighbours. Meaning the ship has littile if any concentration ability, but will be able to easilly strike multipule threats simultaniusly. This is especially important for anti-strikcraft weaponry as when a large volume of it, (even low acurracy low damae PD's), is placed on a single ship it tends to over concentrate rather heavilly and produce excessive amounts of overkill. By forcing them to split arcs of fire they actually lok like they're defeding from the SC's and generally produce a more effctive effect, though given the low damage and accurracy here thats not a major consideration as the benefit would be minimal.

    If your having issues finding enough spots, intrude some wedge shaped recesses into sections of hull that are perfect except for fire arc, with the centre of the wedge pointed in an appropriate direction. I can provide a colour depth coded drawing for you if you don't quite what i mean.

    Right how many of eacy would i suggest?

    Well i would suggest arond 10-12, (given the length), BC style pulsars down each side, with another half a dozen re-scaled gunship turrets on the dorsal surface, and the same again on the ventral surface.

    Ion's i'd place 3-4 on the ventral and same on the dorsal, (DPS wise they're nearly an exact match for an Ion Cannon frig, so it's not exactly excessivlly powerful, it would take 13 turrets the DPS of a Higgy BC, and thats on a much more concentration capable platform).

    Flacks can be just 2, maybe 3 per surface. Ventral and Dorsal again. Depens on ow much you down-power them and on the kind of coverage you want as to how many to use here. It';s not like with PD's where "lots" is a good anwser. Or with the Ions where your constrained by keeping DPS under control whilst making it look semi realistic per turret. So as logn as it dosen't result i too many guns on one shop, (like PDS tends towards).

    If you want examples of the split arcs thing dione on the two factions BC;s i cna supply files tha i did some time ago for you.

    Also any chance of some hot-links to your pictures as only the last picture, (the one in spoiler tags), is displaying for me, with some good shotrs looking staright up/down on the top and bottom surfaces i may be able to pick out where i'd site guns for you.
    I don't know what i'm talking about, ignore me.

    Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.


  41. #991
    ^ I think that's just a bit of overkill carl, 8 or so pulsars, maybe backed up by an anti-frigate weapon, would be fine. This isn't 40K.

  42. #992



    (Sorry for the double post)

  43. #993
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    ...intriguing and tantalizing...

  44. #994
    Member MelvinVM's Avatar
    Join Date
    Jan 2008
    Location
    My train can fly!
    it looks like a unsmoothed cylinder if you ask me. :P

  45. #995
    Member tadamir's Avatar
    Join Date
    Mar 2008
    Location
    Australia
    I read the thingy, it looks like "something inbound" to me

  46. #996
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    @Tristan Sjet:

    8 per side is a massive under arming. The BC has 2 per side and they don't fully cover the side arcs, let alone any other arcs. Given it's about 4 times the size this thing is going to need over 8 oper side just to voer the sides,a nd with it's sheer width it's quite easy to see SC's being capable of "death star trench runs" on this things upper and lower surfaces, so a selection of limited fire arc turrets up there would be required as well.

    Anti-Frigate weaponry is bassiclly subject to the same issue. One mount will not provide anything close to fuol coverage at a minimum you'll ned 2. and if you want to place them on or near the edges of the hull, (like the BC kenetic turrets), your going to need to place more than 2 to get round the hull blocking the arcs of fire. Look at the mothership, it has a dozen PD guns and it still can't reall hit anything directly above/below or behind it.

    Flacks is purely optinol if you want to go that far.

  47. #997
    I have to comment on that, it really does remind me of the probe from star trek 4, the probe that caused the entire planets power to fail as well as the orbital stuff.

  48. Child's Play Donor  #998
    I was thinking a couple of heavy ion cannons like the shipyard can build in the complex mod. Thanks for the advice, It's useful

    Ho hum... fiddling with photoshop... now I need to go study the multiplicity function and Boltzmann's brain

  49. #999
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    was thinking a couple of heavy ion cannons like the shipyard can build in the complex mod. Thanks for the advice, It's useful
    The most recent vershion of complex that i have lacks that feature, (it's fairly old), so i'm not sure what power levekl they'e at. Mostly be sure NOT to copy the BC Ions directly in stats as each turret accounts for 40% of the DPS of a BC.

    That why i suggested cut down mounts, since at +10 seonds cycle time and 5K per beam it takes 5 such turrets to match one BC turret.

    P.s. thanks for the drawings. Do you have any kind of screenshot with the BC next to it, (an actual screenshot i mean as apposed to the artwork), Bassiccilly to give you an idea of where i'd put the pulsars i need an idea of reletive scale so i can suggest appropriatly scaled position seperation. Like the blueprint effect you have there though.

  50. Child's Play Donor  #1000
    The drawing is a render of the ship, so it is 100% accurate. the yellow line in this pic is the length of a battlecruiser

    I was thinking an ion could go in either the green spot or the turquoise spot or both

    It's not in game yet. I could just do a normal render if you like

    Like the blueprint effect you have there though
    Thanks. You would not believe the difficulty in finding out how to get that effect.

Page 20 of 36 FirstFirst ... 101112131415161718192021222324252627282930 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •