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3MAJ-VHF

Scheduled Pinned Locked Moved Modeling and Texturing
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  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #1

    Ok seeing all are in business of modelling, me also started to make one! The idea is old but never had guts and time to start and learn how to build it. As I see the process of making for someone is now simple after making many of such. I would gladly accept help and suggestions from them and if necessary request skipping a tricky parts that without any knowledge of it I would hardly accomplish the proper way!

    So lets begin!

    1. The stats of this VHF will be exact like vanilla Eagle has!
    2. With the model itself that is bigger than Eagle with some parts, may they be excluded from hit detection and used the hitbox size of an Eagle?
    3. If the afterburner (thruster) hp is placed in front and rotated to blow a smoke in front, will the object (ship) be still able to move forward as default?

    So far done:
    The preliminary model is made in DAZ Studio 3 which has an option for .obj export for various other programs from where with the current plugins valid ship can be made.

    Without any knowledge of using this software, may I ask for help for modification of a ship that I need.


    Red parts to remove - Green parts to add (clone already existed)

    The Blender file can be DOWNLOADED HERE!

    Here is a preview of a basic model without modifications on it where the HPs will be placed later.
    front back left & perspective view

    The model (fits better than calling it a ship) is based on Steam Dragon.

    All help, suggestions or new ideas to implement into it r welcome.

    Thank you!

    1 Reply Last reply
    0
  • F Offline
    F Offline
    Fagu_Aegeis
    wrote on global:last_edited_by,
    #2

    Congrats!
    You made my first “WTF?” of the day!

    Good luck with that space dragon thingy.

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #3

    Any Blender molder want to help?
    Re-read initial post regarding the project.
    If one wish to participate - full credits r guarantied.
    I see for someone who made not one ship, but many, this may be easy thing to do - but maybe Im wrong?
    Simply cant force my brain to learn to complex things just to use them only once.

    THANK YOU !

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    0
  • M Offline
    M Offline
    M1C
    wrote on global:last_edited_by,
    #4

    Like this? http://www.mediafire.com/?ko77hvoi3nywlzk
    Kind quick and dirty :s I’m not a good modeler…

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  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #5

    Again, MUCHOS GRATZIES M1C !
    This looks awesome now.

    STAGE 2
    Following the cata123 way I did next:

    1. Adjusted model in blender (2.60)

    • model has 100+K vertices/faces and 200+K triangles
    • textures r still square .jpg
    • still some parts dont have texture assigned
    • parts separated in groups that use same material
    • exported to .obj file for next step

    2. Loading the .obj in Khed (1.1.3)

    • the groups have dif. name (the texture name or smth is in them)
    • texture gives suggestions for 256x256 images and reassigning fails
    • exporting the un-textured model to .ms3d file

    3. Opening the .ms3d file in MilkShape (1.8.0)

    • FAILS (crash) 😮

    What Im doing wrong? :-?

    Here r latest project files:

    .7z or .rar

    P.S. What is max suggested number of vertices or triangles for fighter based ship?

    1 Reply Last reply
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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #6

    MS3D has a limit of 65k verts and 65k tris, your overloading it.

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #7

    Thanks on info!

    • Back to drawing board
    1 Reply Last reply
    0
  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #8

    I don’t know if GMax will support it but there is a max 2 ms3d plugin that may help…

    1 Reply Last reply
    0
  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #9

    Good Work 🙂
    You can try to use poly reduction from blender, but it may corrupt you model making Holes inside :/, you can even use PolyTrans, to “process n clean” models and then 3dsmax has a “fill holes” script.

    Send me your model, i can see if i can perform poly reduction without losing too much quality.
    (i have polytrans, and daz 3d, but i don’t have bought the steam dragon model, so i can’t export it)

    EDIT :
    so, i have now the model for Daz,
    i have exported it to OBJ file (10 Mo)
    i have process poly reduction and the .3ds model statistic are :
    25170 vertices
    20046 Triangles
    105 Groups
    14 Material (UV Only)

    Object still Smooth, no visible qualty lose.
    Model opens with no error in MS3D.
    If you are interesting, just send me your model (your steam dragon Posed, from daz in Obj format) i will apply the poly reduction and send it back to you

    Edit, i havn’t seen previous post with attached files, downloading and making some poly reduction tests to fit the best quality

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  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #10

    @ Ezekiel - wait, wait lol I cant follow ur speed.
    Im rly glad u interested touching this project and helping to make it alive.

    Without knowing the limits of MS I also put things on that object that needs total removing. Than poly reducing to limits and rest what need to come.

    If u r able to accomplish good way and is better than my any possible try, I send u a final files to finish them.

    Thanks buddy for interests.

    1 Reply Last reply
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  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #11

    Ok, i’m actually making some tries with polytrans (okino)

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #12

    Here is the latest files (.blend and .obj) of 2 versions.

    3MAJ-STRIPPED - Here r all parts and details removed from model to lower the poly counts. With that it has 90K vertices and 175K triangles. This model I would like to convert below the limit without much lose of the basic shape. As I see the starting model u reduced to 25/20 K . Wanna experiment and try to do the same with this?

    3MAJ-STRIPPED_REDUCED - Here I also removed more parts and applied blenders decimator modifier on every mash groups to max reduction without drastic loss of basic shape.
    With that, final object has 57K vertices and 112K triangles.
    My Blender version has no polygon reduction tool so Im looking for rest possibles. With verts Im satisfied, just that tris to erase somehow.

    P.S. Hours and hours stearing in blender, and now using right click to scroll in windows and browser

    1 Reply Last reply
    0
  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #13

    See attachement, i have lose the UV Map, but i think you an easily remade it with your source files.

    Model with 1 group, with maya you can break into multiple part and remake your UV map 🙂

    Tell me if its good (or not), file opens corectly in MS3D (verify if al the components are OK)

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    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #14

    PERFECT !
    That looks so sick
    I engrave ur name inside

    1 Reply Last reply
    0
  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #15

    😉
    hope you can put it ingame quickly to have a video of your model in action 😉

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #16

    Finally its alive!
    This is the first version where the performance is measured with 1024 square textures and as one part ship.

    Future plans

    • Make it multipart
    • Baydoor animation on his legs (they will stretch)

    With this mod u can make quick test flying it as an Eagle.

    Here is a quick video from test!

    As always, any suggestions to improve it more if needed are welcome.

    1 Reply Last reply
    0
  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #17

    Awesome 🙂

    Upload files, so that we can see to make it multipart 🙂 (and what the name of the ship?)

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #18

    MS soruce
    Name:3MAJ

    1 Reply Last reply
    0
  • cvekiboyC Offline
    cvekiboyC Offline
    cvekiboy
    wrote on global:last_edited_by,
    #19

    Exporting the ship cmp with this settings fails to load in HardCMP correctly (all I see is 1st group).
    Loading in UTF editor with show model screen is in full.
    Latest 3MAJ-MULTIPART ship!

    Am I on the right course?

    … and one noob question plus!
    Does the docking action activates baydoor animation on player ship like it does for docking lights and is it same for jettison cargo?

    1 Reply Last reply
    0
  • E Offline
    E Offline
    Ezekiel
    wrote on global:last_edited_by,
    #20

    good

    for the question : don’t know, but i think animation can be triggered by flhok (see some things on a post in the tuts section, about animated wings on ship)

    1 Reply Last reply
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