I don't know, the hunchback gives it a distinctive silhouette, and space for big guns... I just.. ummm, where are the engines?
I don't know, the hunchback gives it a distinctive silhouette, and space for big guns... I just.. ummm, where are the engines?
I dont like that hump at the moment. I think it could work after youve done some more on the model around that area.
update
Ugly hunchback is being worked on.
It has a look of an Imperial Navy vessel from Warhammer 40K. Especially the prow.
All items are considered conceptual works in progress.
Spoiler
You can reach me via malkor at gmail dot com if you have questions or comments.
Washed away is the blood of the Old Gods,
Washed by the tides of fresh offerings,
For treachery keeps the wits sharp,
For hatred keeps the heart burning,
Remember the blood of our Father.
Remember the Jordan.
The Black Sun shines eternally.
Impressive
to borrow a line from babylon 5, that ship in the bottom-most picture looks like it came straight from hell.
Impressive, but decidedly devlish.
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.
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Mesk and his Hellships are always Impressive.
Fucking Hell. (Scuse my language) those ships are sexy!
I like the second one and the red one
@Relic: Buy yourselves back from THQ and make HW3 already.
!WIP! Vaygr Battleship
After long break and rl issues and other interest i decided to continue on this ship. it's actually ingame allredy but needs better textures and some hodding
Last edited by -UNI-; 22nd Jul 12 at 7:09 AM. Reason: info
My X-fire username is universaali if you want talk about HW2 modding add me :)
I like those turrets. remind's me of naval guns which are cool.
http://www.moddb.com/members/uni1/im...olors#imagebox
Yeah it's big...
Might as well show off a model I've been working on recently. It's the Confed Bearcat fighter from Wing Commander 4. All it's missing is its wingtip guns, and most of the texturing work:
As you can tell, the rear image is older than the first one. I've done a bit more of the texturing since I uploaded that progress shot. I hope to find motivation to resume working on this soon, since after finishing the entire model in a single day, apart from the still missing guns, and getting it UV'ed, I kinda ground to a halt due to a lack of free spare time.
I guess that's what I get from taking up minecraft again.
Babylon 5: War Without End Official Site.
"I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.
Nice work UNI. I feel that those huge lateral guns should be shooting shells though, rather than LAZERS.
vaygr never really had ships except destroyer and assaultfrigate which had kinectic turrets. so my priority is 1 missiles. 2 lazers. 3 trinity cannon like (plasma weapons?). 4 kinectic weapons. I think kinectic cannon boats are more likely hiigaran style.
I gotta admit that they don't look like energy/laser turrets to me.
I think the point he was making is those turrets are projectile turrets rather than energy turrets.
@UNI-: Been quietly watching this as I am impressed and i'd have to agree. The real problem TBH for me is that aside from the Lancer fighter and BC PD beams they don't go in for laser like beams, (those aren't actually lasers BTW), much either. It's all missiles and plasma pulse cannon. I'd experiment with BC main cannon FX out of those. (Incidentally I long since modified the DD's guns to a scaled down BC cannon shot as well as gave the Assault Frig a further scaled down version plus fixed hardpoints, don't think i ever got the plasma burst gun FX for the fighters working though).
carl you are right i think.. but i like laserswell anyways i changed them to fire trinitycannon fire fx's also they do same damage as vaygr bc's trinity cannons.
And then medium laser/plasma turret for this battleship.. would work as kinectic turret also.
http://imageshack.us/f/521/bs3e.jpg/
http://imageshack.us/f/39/bs2a.jpg/
http://imageshack.us/f/266/bs1d.jpg/
and what do you guys think about those seams? are they too clear orr?
The ship looks great UNi keep at it buddy, and also do you come on Xfire or whatever anymore? Havent seen you in a while, on a side note does anyone know if the Last Return even released their mod in a .big file cause the moddb site doesnt list any downloads for it.
Given that battlecruisers have higher polycounts than fighter or corvettes, but are not as numberous as them, what is the optimal polycount for every type of ship? Can it be affected by the power of the computer?
You can read up on polybudget per ship class in the HW2_ArtPipeline.pdf of the RDN development tools. If you haven't downloaded the RDN development tools yet, do it. They are very helpful and contain a lot of information that is useful for modding. It is included in the Homeworld Universe mod tools package, which you can find on ModDB.
With todays computers you can increase the polycount compared to the values the HW2 developers intended. But the old HW2 engine still sets some restrictions.
Thanks, I forgot about this documentation, though I got it all printed! I found what I was looking for.
Hi there,
thanks to the help of many forumers, I am now able to work on my first "serious" ship. It is inspired of the Starcraft's "Behemoth" model. Still untextured, but I hope you like it.
Polycount to 6872 all included. It justifies it as a "mega-battleship", useable in small numbers only.
http://imageshack.us/photo/my-images/585/bc3.png/
http://imageshack.us/photo/my-images/838/bc2r.png/
http://imageshack.us/photo/my-images/708/bcblend.png/
Please comment (critics are recommended to help me improve it).
Great model maverick. In my opinion, the main thing to work on are all the flat surfaces. The way i think of it is unless it's specifically supposed to be a flat surface you will either need a really good texture or to add more detail to the mesh in those areas (goblins will also do the trick). Also if poly count is an issue, the guns are too detailed for what you'll be able to see in-game. Don't get me wrong they look awesome but you will never really be close enough to appreciate those nice round barrels.
Keep up the good work and hope to see more in the future.
Heres a model I've been working on for a Hiigaran dreadnaught.
It's the first ship I've made and it's still not finished, yet just thought i'd get some opinions on it before I get into the smaller details. The middle section is a little flat but I'll probably use goblins for the bulk heads or armour plating or what ever it is in the concept art.
Concept Art
01
02
03
that ship has alrdy been made and whisper2me modeled it.
ahh what? crap... i should have figured
where can i find it? is it in a mod?
http://www.moddb.com/mods/homeworld-...-game#imagebox
Mind you the mod is dead but that ship etc is now in HWU which im working on.
Thanks for the info, they're different enough I might just keep working on mine though. That one looked a bit off to me. But of course it would, I've been looking at mine for the last couple of weeks. Plus without concept art I kinda suck and the only other ships I can picture doing are the support frigate (which im pretty sure cant be done in hw2) and that awesome pulsar frigate or what ever it is with the dome on top.
@ Carl & jnaymie: thanks for the comments ^^. I'm going to work on a "poly-reduced" turret and improved faces. By the way, I don't understand: what is the point of the goblins? I mean: isn'it more simple to directly modify the root mesh? What is their use exactly?
It's about saving computing power, similar like differently detailed LOD meshes. If you'd included the goblins into the LOD0 mesh, you couldn't switch off rendering of their polygons easily. If you'd actually make them extrude from the hull mesh, it would add a load of unnecessary polygons on otherwise flat surfaces, so that would be even worse. It's not relevant in the same way after about ten years later, but it's still a common standard to make the goblins meshes separatelly.
Why don't you want to use them? Does it mean you want to avoid making details, or avoid separating those details into goblins?
Yup, it's more about the complications it would imply, and the fact that I've got a most powerful computer that should be able to handle some big models (I think). But if it's not the case, I'll give it a shot.
Been working on this lately
http://www.moddb.com/members/uni1/im...ilgun-frigate6
It haves better range than ion cannon frigate but lacks armor and can only hit big capital ships effectly.
If later you want something like this to your frigate, I might be of help.
They keep coming...
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too cool. Can't wait for this mod![]()
nice worke jkberna
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