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Show off your Sins model (pick a page)

Show off your Sins model (pick a page)

Think of this thread as something similar to conceptships.blogspot.com for the Sins community. Basically, a way for the community to share what they have created whether it makes it into a mod or not.

At a minimum post a screen shot of your model in blender, xsi, 3d object converter, etc or in game. If you have a name for your ship or story behind it, even better.

We are looking forward to seeing what you have created! :)    

Interested in importing your models into Sins?

Visit http://soase.weebly.com/modeling.html (thanks myfist0)
The soase.weebly is a compilation of many of the hard to find topics created by many experienced soase modders and extensively added to by myfist0. Check it out, you won't be disappointed.


From the beginning of this thread IskatuMesk has wow'd us with his models and ultimately released a video of his creations in Sins of a Solar Empire. This particular model was my favorite in the beginning and still stands out.

SivCorp looking to stretch new ideas from existing models managed to create several menancing models including the fantastic Vasari version seen here: (Vasari Flagship Sonar Kal'd used in the Distant Stars Mod)

 

It's my thread so a few of my stuff...

     Mass Effect Textures 

 

3,590,922 views 1,643 replies
Reply #676 Top

Quoting IskatuMesk, reply 675
The poly limit is 50k tris and both those ships are under half that.

 

I bet I could take any of those ships and put them under 15K polys :grin:

 

I do like that undead one.... a LOT!

 

Very good work as usuall.

Reply #677 Top

You probably could, but I would never sacrifice quality.

 

/e

 

Here's a new Xy ship WIP. I took the Gahennas Eradicator, my first 3ds max model I made quite a time ago, and rebuilt some parts of it and such. It's around 6k quads right now and could be optimized quite significantly. Unfortunately, this nature of model is extremely hard for my limited skills to work with, so weaponry has been a ridiculous challenge to design so far.

 

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Reply #678 Top

Quoting IskatuMesk, reply 677
You probably could, but I would never sacrifice quality.

 

/e

 

Here's a new Xy ship WIP. I took the Gahennas Eradicator, my first 3ds max model I made quite a time ago, and rebuilt some parts of it and such. It's around 6k quads right now and could be optimized quite significantly. Unfortunately, this nature of model is extremely hard for my limited skills to work with, so weaponry has been a ridiculous challenge to design so far.


My friend, if these pics are your "limited skills", I hate to see what you could do if you were not hampered. Again your designs are frackin AWESOME....I mean dang, you were complemented by one of the Fraser Bros...And that means something....

Karma for you...... k1  

Reply #679 Top

with the amount of awesome he has with the models he's done I'm surprised he hasn't gotten more Karma and that last model is just plain awesome and uber sexy looking

Reply #681 Top

Quoting IskatuMesk, reply 680
G_Bison > This is what I do with voice acting and sound engineering. These are what I consider my stronger talents, along with writing. 

http://www.youtube.com/watch?v=TT0LI8A4E10

http://www.youtube.com/watch?v=X2jyWSTeCQ8

http://www.youtube.com/watch?v=ZM72U86OXSo

Wow dude, you are a triple threat. And as it so happens, I'm a voice chaser. Love to get in doing voice over work, many people tell me I should be on radio and I tell them I was.

Used to work in a radio station long time ago in Nashville. In your first two audio edits, you sound just like one of my idols, Frank Welker. He has been in the biz a very long time. Must people don't recognize the name but his work speaks for it self.

He's the original voice of Fred form Scooby-Doo but must will remember him as Dr Claw from the original Inspector Gadget and of course, Megatron from the original Transformers from the 80's. In Transformer's 2 he reprised his role as Soundwave for Micheal Bay...

Reply #682 Top

He's the original voice of Fred form Scooby-Doo but must will remember him as Dr Claw from the original Inspector Gadget and of course, Megatron from the original Transformers from the 80's. In Transformer's 2 he reprised his role as Soundwave for Micheal Bay...

Know his work. Sweet deal.

This is what I do with voice acting and sound engineering. These are what I consider my stronger talents, along with writing.

Only sampled one so far. Jeebus, man, that's good stuff. When I get more cash and something rolling, you're hired.

Reply #683 Top

Megatron is one of my favorite voices. Both the one from the original and the one from Beast Wars. The day I can act like that is the day I throw a dance party.

I was doing "voice acting" before I even had a computer, and when I started modding brood war when it came out, I took my acting to the next level and have voice acted every mod/conversion I've made since then in 1999. I used to compose music as well for a couple of years, but couldn't get very far in that particular field so I gave up it back in 2006, and now I don't have the hardware to try it again (I needed hardware GSIF support from the sound card for the tool setup I used, and I have no idea how to get anything else working).

 

I think I might post my music (again? Maybe I posted it before?) and my sfx rips and packs sometime soon if people are interested.

Reply #684 Top

That's some awesome work on the voices IskatuMesk. Almost on par with Bioware voice effects, and that's saying something.

As for my work, here's a textured ingame model of the Overlord class carrier:

Reply #685 Top

IskatuMesk, Manshh00ter if you guys ever get together to produce a game, sign me up for pre-order....

Reply #689 Top

:)

Manshooter, the model was nice before, but the skin really sweetens the deal. Love the electric blue string lighting. Just enough there to make you wonder what it's all about.

Reply #690 Top

Amongst the most difficult races in my world to make ships for are the Zegredark Templar and the Zelconian. The Zelconian's smooth, exotic arch-based architecture makes for an impossible challenge to my juvenille abilities. The Templar are less complex, but their blackened hulls are still very smooth and very much alien in comparison to both the Anahn and Undead whose designs I am more familiar with. Neither the Zelconian nor the Templar use conventional-styled weapons. Templar use a mixture of psionic based weaponry, external "drivers", and elemental crystal focuses, usually Lo`Aummaeth that appears as glowing emeralds embedded into their ships. Zelconian have a few phaser-like drivers that fire bright blue Proteus elemental beams or pulses, and their omni-directional weapons have yet to be visually developed in my head at all.

A conceptual attempt at using symmetry to turn the Hydromek revision I have into a Norkozad. This model is considered a failure as it cannot reach even partial similarity to the design in my head. The Norkozad is one of the prime Templar battleships. Modeling it would be considered a colossal success, and for good reason - it is amongst the hardest of all models I've ever attempted. Failure is to be expected at every turn.

Another difference is that Zelconian ships are much smaller than Anahn ones. Templar warships are typically monstrously larger, as their technology is considerably more advanced than either race. Ingame these scales obviously can't be reflected to-canon, but they will definitely be noticably smaller/bigger.

The most irritating thing I'll have to deal with is the weapon and firing arc limitations in sins should I manage to make any of their ships. Templar ships typically have very weird weapon locations, and these will almost always result in beams/projectiles clipping through hulls in-game. Stuff like that bugs the hell out of me.

As I cannot model the more exotic Undead ships at this time, I've moved back to modeling Anahn ships and preparing to pave the way for Episode 1 content.

This was once the Gahennas Dreadnaught from 2007. It has felt the meaty smack of the Symmetry modifier and awaits being changed into an Anahn fourth-gen supership. Take a good look - it will scarcely resemble what it looks like right now when I get around to mangling it. That may not be until episode 2 at the earliest if I make it that far. No idea what to do with it.

The Alpha version of the ruin. Alpha is basically final in-game variant. There's nothing else I can do to it within my skill level to make it look better.

The Longbow, butchered by Symmetry for a mid-range cruiser later on. Will probably take the place of both the command cruiser and carrier.

Reply #691 Top

juvenille abilities

Not sure about all that. Those are pretty sweet models.

There's nothing else I can do to it within my skill level to make it look better.

I'm sure there is something more you can do to it, BUT I think it's pretty well done. I like the beast.

Again, if I had money to start up a gaming company, I would gladly take you onboard. Pretty good stuff going on there.

Reply #692 Top

Efforts to recover the Norkozad are extremely slow and not very fruitful. Without a real idea of what I want to aim for, or any experience in smooth hull design, it's becoming a mess.

 

Reply #693 Top

It's actually a pretty nice mess thus far. Are you thinking to add something protruding from the center or stick with the stubnose design? I could go either way, but I kinda like the shape you've got going.

Reply #694 Top

You could use 3D studios NURBS drawing technique to draw curvy ships.  It is much easier than the polygon method ^_^

Reply #695 Top

Quoting Draakjacht, reply 693
It's actually a pretty nice mess thus far. Are you thinking to add something protruding from the center or stick with the stubnose design? I could go either way, but I kinda like the shape you've got going.

That will eventually be a central driver that fires psionic singularities so for the moment I haven't touched it yet because I don't exactly know what to do with it. This ship is quite a bit different than what I have in my head, and I have to try to bring it back to that mental silhouette before I can worry about that part. So far, my concern are the flanking edges on the prime spire, but I don't know how to "edge" those out and make them more menacing without making it too big. I'll probably have to narrow it out... again, I don't know how to do that.

If I knew anything about nurbs...

Reply #696 Top

Oh yeah, I forget that I did this all in school and not everyone knows some of this.... X|

 

I would say the main body of the ship can be slimmed down, and that will give you some workable room to expand/elongate the spires.

Reply #697 Top

You could use 3D studios NURBS drawing technique to draw curvy ships. It is much easier than the polygon method

Will Sins use NURBS? Can you use NURBS to make smooth cuves without 100's of thousands of polygons for coversion? If so I'm going to start learning. Personally I can use a voxel sculpt to make very nice smooth curves then bake a normal map onto low polymesh, helps but you can still notice the low poly facets close up, especially with low bump settings with Sins.

By the way, Very nice work there IskatuMesk.

Reply #698 Top

Everything I know about nurbs is that they cannot be used in games and translate into millions of polies when converted. I know this because my old Rhino 3d models for sprites from 2001~ were in nurbs and I could never recover them for 3d games.

Reply #699 Top

No, you cannot use NURBS in game engines. Game engines need polygonal geometry, while nurbs are based on mathematical curves.

Best you can do is what I do for my ships - use smoothing combined with a base mesh derived from curves (lathe, rail etc.)

Reply #700 Top

Best you can do is what I do for my ships - use smoothing combined with a base mesh derived from curves (lathe, rail etc.)

Agreed