Colonial Ceremonies and Trials - BSG-77 (large images)


#101

Love the Titan, man. Looks incredibly good.
edit: I originally planned on posting later, when I have more of the cockpit done, but comments and crits at this early stage may prove more useful then later. So, here’s the first transport cockpit wips! I went for the space shuttle style cockpit (as colonial one cockpit is the original STS cockpit ripoff), but I’m not going for complete accuracy here - I’m making a lot of my own stuff here. It’s not colonial one, it’s rather a BSG civilian transport of similar class/size.


#102

Yep! Lookin good for sure, mate.


#103

Looking great mate


#104

Woow amazing work guys. Everything is looking awsome.


#105

Shit, I missed that update! Make sure to put as many polygons as you need to, we need this to be incredibly realistic. I’ll map it with Maxwell if I need to.


#106

yep, that’s because I edited rather then making a new post. As for polycount, sure thing.
Will the pilot’s chairs be visible? where will the camera be? Will it be fixed or will it rotate? That info will help me get things done sooner…


#107

my original idea was to have you be in the pilot’s chair (the camera) so as to have the perspective of the pilot. The camera will not pan more than 90 degrees to the left or right and no more than 40 degrees down, 60 degrees up.


#108

Ok, so I don’t have to worry about the pilot seats so much…


#109

Nope :slight_smile: When you’ve finished modeling just send the model to me and I’ll set it up to be rendered in Maxwell renderer (Ultra realistic renderer)


#110

Yeah, I know what maxwell is. A bit slow though especially for animation, but if you can pull it off, great. Or are you going to render just a small loop, and use some compositing tool, such as After Effects, to merge it with the flying animation ‘out of the windows’?
At any rate, I’m taking a break today - had a funeral and a hospital visit to do. And I don’t usually go to either place unless I’m dead or dying… so I’m taking the rest of the day off, I’m beat. Will be back on track tomorrow.


#111

no problem man, life comes first!

I just put it all together - The pods and head are going to be rebuilt. I’m actually rebuilding the pods as we speak. Is nice to see though!



#112

2,500,000 polys? What app are you using? Max likes to die with polycounts that large.
Oh, and it looks great btw :slight_smile:


#113

impressive work Justin.

hit a small unrelated snag yesterday so updates tonight.


#114

heh… 2.5m? nah, more like 5.15m. 2.5m is pure 4 face polygons, max renders and works in tris :stuck_out_tongue:


#115

:slight_smile: Being an ex-game modeller, I automatically think in tris. So I assumed that number was tris as well. Guess my brain got programmed… took me a while just to switch it off low-poly mode :wink:
Oh, about materials - I’ve never worked with maxwell, so I have a q: What kind of material setup should I use? Will you do that with some sort of maxwell material, so I only have to worry about texturing and unwrapping?


#116

All you need to do in unwrap it and make the textures for the Bump channels, except for the LCD panels, those are diffuse/self illum mapped. I can handle the materials themselves (shaders) because I’ll be doing some somewhat complex stuff with them.


#117

engine update. happy with them so far.


#118

w00t! awesome!


#119

looking nice mate


#120

Looking great. Can’t wait to see it finished.
Justin: I see you updated the first post, appreciate it. One category was of particular interest to me:
Colonial Transport - Awaiting Start of Modeling
If no one else starts doing this by the time I’m done with the cockpit and viper texturing, I’d like to take that on as well. Since these things may take some time, though, maybe it would be best if that position was considered as open for now. But you can count on me to do the transport if noone’s touched it by the time I’m finished with the viper and the cockpit…