Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Show off your finished and in progress work **Archived**

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Dec 12, 2005 2:31 pm

thanks for the comment on my ship jsncalif11
i always... what ever i do try to keep my models low polygon. this ship is only 430 polys.
Picture #1

i made a horrible try att texturing the ship earlier today
didnt turn out that good... got to spend more time on it though.

Picture #2

Edit: Please...Use links or thumbnails if the images are large. If you need help with forum code ask a moderator such as myself and they'll help you. - Para



Edited by - parabolix on 12/15/2005 8:10:27 PM

Post Thu Dec 15, 2005 7:09 pm

he he. in my eyes, thats amazing ... then again, i just started to be able to texture...

Post Sat Dec 17, 2005 6:44 am

Here is another couple available at the Texture and Model Exchange. The Transport huge. I really designed it to be a NPC ship but it was just too much fun to fly around.

Heavy Armored Transport


Scorpion


Edited by - jsncalif11 on 12/18/2005 5:52:44 AM

Post Tue Dec 20, 2005 10:38 pm

I have a set of ships and a couple of stations on display at my website.
Have a look and let me know your thoughts. I am also looking for helpful ideas on how to place all of them into my game.

http://sirius-engineering.org

Edited by - Rankor on 12/22/2005 3:40:05 PM

Post Wed Dec 21, 2005 5:57 pm

@Rankor

Nice models. Most of them look pretty low poly and are textured rather well.
I think the best way for you to put them in the game would be to create a couple new systems and populate them with only your stuff. You could have a story behind it. Something like another sleeper ship that was launched seperately by the enemies of the freelancer ancestors. The house police could be enemies with other police and military from the normal freelancer systems. You could also have a whole different weapons technology. Of course it would not make sense to have any jumpgates from your systems to the freelancer ones. Maybe a secret jumphole or two with nearby outposts occupied by your guys.

Post Wed Dec 21, 2005 10:15 pm

Thanks. Once I figure out how to create a system as an addon, I'll do that. I like the idea of completely different weapons also. I've been looking that over.

I just finished the LEVIATHAN Super Transport. It's a graceful and beautiful behemoth that measures roughly the same length of the Battleship Missouri. It can safely transport up to 5,500 units of cargo and carry passengers in relative luxery. Because of the value of its cargo capability, it has been equipped with 5 class 10 shields (once for each section) and 12 class nine turrets.
Two massive containers, each with 6 bays large enough for a small transport or freighter to fly in.
Better bring some cash, this Super Transport will set you back nearly 10 million credits that you will soon more than double in just a few runs.
The LEVIATHAN Super Transport is on display at my web site.
http://sirius-engineering.org

Edited by - Rankor on 12/22/2005 3:36:17 PM

Post Fri Dec 23, 2005 7:25 am

It's been a while since I've posted my ships in this thread, but I figure I'll get back into it again. Here are my two most recent designs. The first is a mining ship, meant for my faction on Evolved RPG Server. It's called the "Oremonger"

Pic of the Oremonger while I was working out the model and texture kinks

Two pics of the Oremonger in-flight, coming in for a landing

My very latest is the first time I've really been able to make ship hull panels look like I want them to, and I'm quite proud of how the skin turned out, though I also look forward to more ships because I learned even more while making this one. It's called the "Spiked Punch". I delibrately used a few more glow areas. I need to get into using them even more, because I love the effect.

Spiked Punch in it's nearly final form in milkshape

The finished Spiked Punch flying through California. I should have found a darker spot to show off the glow areas.

Thanks for looking! These two ships will be included in the next version of the Evolved Mod.


http://www.evolvedones.com

Edited by - Silent Jay on 12/23/2005 7:27:07 AM

Post Sat Dec 24, 2005 2:54 am

So how does Santa deliver all those toys to every good boy and girl in the freelancer universe?
Well it turns out that he changed out his eight tiny reindeer for eight tiny engines and a cool sled.

Here is the freelancer version of Santa Clause's ship.



To all the Freelancers out there. Mery Chrismas to all and to all a good "Flight".

Edited by - jsncalif11 on 12/24/2005 3:23:48 AM

Post Sat Dec 24, 2005 3:38 am

@Sileny Jay

I just checked out your ships. They are looking pretty sweet. I especially liked how you incorporated the hardpoionts into the models. At first I thought they were too big but then I saw the screenshot with the weapons attached. It turns out they were just right. Great job!!!!

Post Sat Dec 24, 2005 4:36 am

Here is something I am currently working at. It needs a bit of refining, though.

Picture

The ones having played StarLancer might know it. That's right, I am talking of the Coalition fighter "Basilisk". I wanted to include it into my mod and found there was no way of converting it from StarLancer to Freelancer, so I reconstructed it from scratch and used the original textured. I've also added a few subtls details, like a "real" cockpit, 3d engines instead of just textures and a few other things.

And I think it looks pretty much like the ship in StarLancer.

I will probably post a screenshot of the ship in-game in the next few days.

Edited by - Manhattan_Guy on 12/24/2005 4:36:52 AM

Post Sat Dec 24, 2005 6:00 am

@Jsncalif: LOL!

Methinks Glock will dig that

Post Sun Dec 25, 2005 6:34 pm

just a simple piece of junk i designed
if i was half as good of a ship designer as some of you ppl maybe i would have some use for milkshape if i had the time to begin with
some of you guys of some major talent

Post Sun Dec 25, 2005 9:08 pm

"if i was half as good of a ship designer as some of you ppl"

@arton - We all started at the same place.

Post Mon Dec 26, 2005 6:02 am

@arton
I agree with Silent Jay. We all started out by coming here and saying "that looks pretty cool!!!". So we read and learned. Your models are pretty good and low poly too. You should work on the texturing side of the modeling process. You will be suprised how well your models will turn out. They are good designs. If you don't mind, I would like to texture your latest ship and show you how the texture can bring it to life.

Here is another one I finised remodeling. It's an old set that I posted on page 4 here a while back. I've been in the process of remodeling them all because they were way too high on the poly count. I started working on the texturing side and can now make the models with much lower poly counts but still achieve the same result by texturing differently.

Post Mon Dec 26, 2005 9:13 am

it's a 24 kbyte file can your email handle it, if you want to work with it sure you can
i started working with a texture but i can't seem to do anything with the cylider at the top (it's supposed to be the engine intake/exhaust or whatever it just looked okay stuck in the middle of the model)

Edited by - arton alpha on 12/26/2005 11:18:02 AM

Return to Freelancer 3D Modeling and Texturing Forum