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New ship, cargo/VHF

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

Post Fri May 13, 2005 1:10 pm

Ok, now that Panther's links work... I can see what he's talking about. Yes, that's a good approach for a starting place. I also build a lot've little details by hand. Here's the skin for the Purity (56Kers... sorry in advance...)

Basically, you want to add small greebles that add new areas of visual interest without overwhelming your basic color scheme or looking completely ridiculous. With the Purity, my goal was to make the ship look very car-like, so I made the number of obvious seam-lines low, and concentrated my details on small parts of the model, or areas (like the underside) where players would rarely even see the details, but (hopefully) would appreciate them, just like real cars, where the manufacturers often cover body seam joins or dovetail them so that they're hard to see.

I don't rip my hair out trying to make the details all make perfect sense, and I gladly steal textures from all over the place (for example, I found a program that would let me un-pack all of Half-Life 2's textures to TIFF, and then I used a Photoshop Droplet to convert them all to DDS to save room on my HD, and I raid these texures very frequently while building models). After all, we're talking about the far future, right? So I basically make things look kewl and vaguely functional, and let players' imaginations fill in the dots. But you want a few odd little things that jump out at people, and (hopefully) convince them that they're looking at a working machine, not just a painted 3D model It's important to add the little things, such as the fake "shadows" on the Purity's engine intake grills- it makes the ship look a lot more real when players look at in the Ship Dealer, which where most people make their initial impressions. Such things are very easy to add.

When adding greebles such as hatches, access panels and other areas, I take a lot've care to shade and light them as convincingly as I can. This is all trickery, of course- making people see depth on flat surfaces. But, if done carefully, it can really get you the results you want



Edited by - Argh on 5/13/2005 3:40:10 PM

Post Fri May 13, 2005 3:03 pm

Update:


Post Fri May 13, 2005 5:02 pm

Okay, just a little update. I lost almost all of it except the details, but the good news is that I got back most of it and changed some of it.
Here is what I'm at so far:



As you can see, I made the blue very dark, and changed the major stripes to yellow. (which I love btw)

EDIT: I think I solved the problem with the overlay making the base color lighter:



Which one do you guys like better?? Me personally like the second one better.

Edited by - AluminumHaste on 5/13/2005 6:09:23 PM

Post Fri May 13, 2005 5:36 pm

I like the second one better- put some minor detailing in the areas that are completely blue (to preserve the illusion that those are mainly just flat, painted surfaces, whereas the other stuff is bumpy)... and you're all set.

Post Fri May 13, 2005 7:35 pm

Okay, that's enough for today. 10hrs almost straight is enough even for me. I'm heading out the door for a workout on the bike. But before I go, here's the ship in it's current incarnation:






Enjoy and thank you everyone for all your help, it's been fun. Well, see you all tomorrow morning.

Edited by - AluminumHaste on 5/13/2005 8:36:22 PM

Post Fri May 13, 2005 9:18 pm

Looks great except for the yellow and black stripe trim. The stripes are too thin and will blend in-game unless you're pretty close.

That and the fact that they're not uv-mapped properly. The stripes are stretched along the top fins.

You're almost they're just a few niggling details .



Post Sat May 14, 2005 11:48 am

Alright, I want to try this in game. Now, how do I do that???

Do I just export the obj file from milkshape into cmp?? Then use HARDCmp to add everything else later?? I don't think there's a tutorial covering uvmapped stuff. Yet.

Ship13EG

EDIT: I'm linking to all your large images, they are so large they distort the size of the page. - Para

Edited by - parabolix on 5/18/2005 12:53:12 AM

Post Sat May 14, 2005 1:01 pm

Yeah, you'll need to export to .CMP format and hardpoint using HardCMP. Give it the basics and then do the shiparch file etc.
If your not sure theres a tutorial or three around here that should explain it...

Post Sat May 14, 2005 1:34 pm

just throwing in my own two cents but i liked the white better as it makes more sense for a police vehicle - that said this model looks great

Post Sat May 14, 2005 2:54 pm

Just make sure and convert your textures to .dds (if you haven't already). They're much easier to handle and are almost half the size of .tga's.

Post Sat May 14, 2005 3:25 pm

looks great
any idea what specs you want the ship to have?

Post Sat May 14, 2005 3:45 pm

Okay, the ship will have 4 lvl 8-10 gun mounts (up front), and 4 lvl 8-10 turret mounts (out back). It will have a large hold, and a little extra for transporting those pesky pirates and prisonners. Since this is a police vehicle, a moderate-high number of hitpoints will be required. I'm thinking somewhere in the neighbourhood of 8500.

I hardpoint in milkshape. I've yet to really try and use HardCMP but I'll give it a shot after I export with the hardpoints ready to go, and just use HardCMP to tweak.

I agree, I did like the white better, as that fits with the police theme. But I also love yellow and dark blue together, so I think I will make two versions. (Won't be hard at all) Also maybe a third version that isn't police. How about I make the Yellow/Blue one Civilian, and the White/Blue one police???

I always use dds now that I've had a few conversations with Argh. Plus, they have lod built into the texture itself, which is a great plus.

Anyways, if it rains tonight I won't go for another workout on the bike. I should've stayed home last night but I decided to go out anyways. Man did I get soaked!!! I made it a mile from home before it started to pour.

Post Sat May 14, 2005 11:49 pm

I have to admit that I've fallen in love with this ship . Ok, so I don't really agree on the yellow (or the white, for that matter...not sure if it'd fit nicely alongside FL ships) and the engine vents could be the same texture as FL ships' vents (although I have to admit the back vents look -very- nice ).

Keep up the good work, I can't wait to see a working version of this beast

Edited by - Lethal Dosage on 5/15/2005 12:50:04 AM

Post Sun May 15, 2005 4:24 am

Okay, I created the cmp file in freelancer after giving it the harppoints. I then used UTF-EDIT to add the textures and material library.

Now the only problem is that when I load it up in HardCMP I see that I forgot to scale and rotate the ship and when I change to solid from wireframe, the ship is just a solid color. Which tells me that the uvmaps aren't working. I looked at Argh's tanker cmp but I did almost everything he did, except for the glass and glow parts.
I'm worried that I'm going to have the same problem as before with my first ship.
Hey Argh, do you mind taking a quick look see??



BTW, when I was done in max7 before I exported as OBJ, I did a Convert to-> Editable mesh. Was this what you were talking about when you said, "mesh it"?? Like this??
Ship15qa

BTW what the hell is with this site?? I can hardly ever get on. What's the number of concurrent users??

Edited by - AluminumHaste on 5/15/2005 10:32:34 AM

Edited by - parabolix on 5/18/2005 12:54:00 AM

Post Sun May 15, 2005 5:36 pm

OKAY, thanks to Argh (again), I've found out what I've been doing wrong. So if things go well, I should have the ship up and running in a few more minutes.

CIVILIAN version:
Civilian

Sorry about the broken links, imageshack seems to be sucking lately. It's slow and doesn't work properly.


Edited by - AluminumHaste on 5/16/2005 10:07:24 AM

Edited by - parabolix on 5/18/2005 12:54:41 AM

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