LIHW Wake Industries Ct1000 ad 3000

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rivalin
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LIHW Wake Industries Ct1000 ad 3000

Post by rivalin »

Just a little WIP thread adding to the range with the;

Ct1000 Corporate Escort Fighter

and the;

Ct3000 Corporate Heavy Shuttle



some abysmal concept art :) and some renders with the Ct2000 for approximate scale;




ImageImageImageImage
ImageImage

The fighter's about 75% modelled and the heavy shuttle's at about 50%.
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Post by Fendorin »

very very nice it look like realy civilian it's a realy good idea

i like the cute fighter

just one thing i want to say you : maybe on the CT3000 you can have a asymetrical cokpit and a large door near no?? it's will render you ship biger and more utilitarian (if it's a cargo)
but anyway it s a realy nice company..
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Post by rivalin »

Fendorin wrote:very very nice it look like realy civilian it's a realy good idea

i like the cute fighter

just one thing i want to say you : maybe on the CT3000 you can have a asymetrical cokpit and a large door near no?? it's will render you ship biger and more utilitarian (if it's a cargo)
but anyway it s a realy nice company..

Thanks and yep I was trying to make the fughter look "civiliany". It's a corporate transport rather than a cargo transport (eg a lear jet) so I,m not trying to make it look to utlitarian, but I did add a passenger door to one side for scale as you suggested.

Anyway, almost finished the modelling :) ,

Image

Image
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Post by rivalin »

The models are all finished, and I've redone the Ct2000 model a little bit as well.

@Pyramid; the Ct2000 looks awful in game due to me forgetting about the smoothing, so I've uploaded all of these models as Wings files with the correct smoothing applied. I don't know if all three of these ships are even wanted but the modelling on them is done if you want to just dump them in masters, if not then I'll just use them elsewhere or something.

http://www.box.net/shared/nnezr0vhql
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Post by pyramid »

Definitely want the models to go into VS. I'll have a look on putting them into svn later.
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Post by Fendorin »

any news? on this models?
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Post by pyramid »

The models are with me and I'll commit them when the wiki is up and running again as I like to keep the status also up-to-date. I do use the wiki as a working tool and when unable to change I will only get confused as to what work was already done and then have double work again to reconstruct and update the status again.
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Post by Fendorin »

the wiki is stopped?
i understand why it was not updated since some few day!!

ok i m apologies for you .

maybe you should put a update date just on the front of the first like : the list was updated for the last time 00/00/0000

it will be helpfull when the wiki rework i use a lot for know what i need to do
and is a very good thing
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Post by pyramid »

When you go to any wiki page and scroll to the bottom, you'll have a line saying

Code: Select all

This page was last modified ...
In the case of the 3D Models page it was September 13th.
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Post by Fendorin »

Oups........ i never take care.. sorry
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Post by pyramid »

I feel realy handicapped without wiki, so I have decided to note down the commits and outstanding tasks per model as they go until the wiki is again operational. Means double work, but hey, it's for the fun of it.

The master models (.wings) for all ships have been committed to the svn.
The ships now require texturing.

As for the scale, the Ct2000 was set to about 50m. Judging by the scale comparison, the Ct3000 would be around 90m and the Ct1000 around 7-8m.
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Wake Industries Ct3000 WIP texturation

Post by Fendorin »

a pre-texturation for the cargo CT3000
do you think it should be more white?? like the CT2000, or this sand grey could be use for this Cargo ship?:
and i put a "light rings" for render the ship more "sexy"
Image
and with Ambient Oclusion rendering :
Image
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Turbo »

I like the sand color.

The ring of lighting is very cool, but somehow looks too fancy for a cargo ship that hauls only things. Maybe use it for the shuttle that carries people?
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by rivalin »

Actually, as said in the first post the big one is a heavy transport not a cargo transport, so it's just a bigger version, it's still for carrying corporate passengers.

Fendorin, it's up to you, but these are just my personal preferences.

-all the ships in the line should be the same colour, I quite like the white but the other colour looks good too.
-the light ring looks great, and since they're all passenger craft it fits perfectly. (maybe you could try a few different colours too)
-since they're more corporate transports, like a lear jet type thing, they're meant to be fairly understated, so not too much large writing or anything.

Anyway, the above are just my ideas, I'm sure whatever you come up with will look good.
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Fendorin »

i sorry to confused with cargo/passenger.

i noted your point of view maybe i will change the "circle" color if the main body become white the light becomes less visible ( maybe yellow)
and the big letter i put on the CT2000 was like the current airplane Prototype with the big own names on the hull .
i will rework this 3 ships in same time like that it should be more unified!
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Fendorin »

Hello see the new textureing and give me feedback
White color ans less tags
The final picture is a glow map

Image
Image
Image
Image
Image

Thanks
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Turbo »

I would say, put it in the game!
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Fendorin »

i try i try but since Pyramid take a vacation out of VS we haven't any commiters can do it.
i can't do all alone and my "inspiration" are bigger than my capability to learning coding or mesher problem resolution( anyway i have any skill in coding, i don't know what is it)
i try to understand Unit,Converter but is hard for somebody like me (imagine a early egptian in 2300BC in front of a car....it's me in front of coding/terminal/mesher/UC).
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Turbo »

Fendorin wrote:i try to understand Unit,Converter but is hard for somebody like me
I have tried the tools but they don't work for me either, despite being a native English speaker. I hope that quality work like yours will motivate someone to either provide some clear help on the conversion tools, or do the conversion for you so that you can continue to create great art and design. I know that some people believe that every artist should be self-sufficient by learning to do every step of the work themselves. But, I believe that the complexity of the project is growing to the point that we can do more and better work by specializing.
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Fendorin »

Yes hope your call will do something
And true a team work with each spezilization should be efficient in front of the new complexity.
i m agree

but i still try to use UC

Thanks
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by Fendorin »

here i post the CT3000 source file:
Textures source file: DivShare File - CT3000_RAW.psd
Parcell/model: DivShare File - CT3000.rar
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by chuck_starchaser »

Fendorin wrote:here i post the CT3000 source file:
Textures source file: DivShare File - CT3000_RAW.psd
Parcell/model: DivShare File - CT3000.rar
Can't extract it. I have unrar-free installed, which integrates with archive manager, in Ubuntu; and I can open the
rar file and see the contents; but extracting just doesn't work. Unrar-free seems to be unrar-crap. Anybody knows
what tool to get to open rar files in Ubuntu?
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by chuck_starchaser »

Found the solution for rar files: sudo aptitude install unrar, then unrar x <name of the file>.

Problems with ct3000:

1) I opened the Blender file and first problem hits me: The mesh is totally triangulated.
Why is this? Ideally there should not be ONE triangle in an entire mesh. Less than ideal, but
acceptable, would be if 90% of the polygons were quads, and 10% or less were triangles.
But it seems that every model coming in is 100% triangulated. :(

2) No edges marked sharp. Instead, the edge split attribute was set to work from angle.
[From Angle] should be off; and edges that should look sharp should be marked so.
Otherwise there's always going to be exceptions to the rule that will look odd because
they were supposed to look smooth but the angle was too large, while others should have
looked sharp, but ended up smooth because the angle was too shallow. Just manually mark
edges sharp that should look sharp. This serves also as "documentation" of your intent, and
avoids the shading's changing when you edit the mesh, or when you turn on subdivision for
the bakes.

3) I decided to fix the problem of triangulation by using Blender's Shift-J command, to join
triangles into quads. It did a pretty good job, actually; but look what I saw when I looked
at the UV layout:

Image

And you know why that happened?
Because when Blender joined triangles, sometimes it joined triangles that were in separate
UV islands. Why? Because Blender has no way to know, with this mesh, because there are
no edges marked as seams. And why are there no seams? Because someone decided to use
an automatic unwrapper.

I've been saying it for months: DON'T use automatic unwrappers. They produce garbage.
Place seams intelligently by highlighting edges and Ctrl-E -> Mark Seam. Once you have
all your islands separated by seams, then U -> Unwrap. Then you move the islands out of
the texture space, and you work hard, for about a week or more, organizing them:
  • Grouping them by materials.
  • Orienting them so that the forward direction in ship's space points up in the texture.
  • And very importantly, leaving space between islands. At least 3 or 4 pixels.
Here all the islands are touching. That produces horrendous artifacts around edges all
over the place. You can't bake an ambient occlusion like that, because a bright and a
dark island touching each other produce artifacts at the seams.

We need to change the modus operandi:
When I work on a model, I post pictures of my progress at least once a day; and I share
the blend file whenever anybody asks. I make sure I get as much feedback as possible
at every step of the way. Otherwise you end up spending god knows how much time
making a texture (50 megabytes worth of layers in this case) that can only end up in
the recycling bin, because the UV layout is un-usable.

And before you point this out... Yes, you CAN tell the automatic unwrapper to leave
space between islands. The problem with automatic unwrappers, though, is that they
don't place seams. They don't mark edges as seams. So you can't work with the mesh
anymore, once you produce such unwraps. The moment you join two polygons, --not
to speak of turning on subdivision, or beveling... you start getting bridges across the
screen joining islands, like above. DON'T use automatic unwrappers. Do it the hard
way, and do it right.
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by klauss »

Before everybody gets scared by the "for a week or so" part, I've heared that after some practice it goes a lot faster.

I bet chuck still takes a lot because he's perfectionist ;)
But still... a week may be an exaggeration. I've done unwraps like that myself when I had to (on simple models, granted) and it took me a day or two. Not a week.
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Re: LIHW Wake Industries Ct1000 ad 3000

Post by pheonixstorm »

Probably take me a month.. if I could make a decent model that is :lol:

Looks nice though
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