*DECLOAKING*
*DECLOAKING*
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Boo!
You do not have the required permissions to view the files attached to this post.
-
- Posts: 2942
- Joined: Fri Apr 06, 2001 11:01 pm
Looks like an X-Wing's... wing.
What do I win?
What do I win?
1st Lt Sigurd "BattleDog" Stormhand, Assigned Corsair Squadron, Renegade Wing, CRS Vigilant.
Corsair 8, Squadron TrO.
Corsair 8, Squadron TrO.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
-
- Posts: 1170
- Joined: Mon Apr 05, 2004 11:01 pm
Is that part of a new wicked "J.J. Abrams" X-Wing we saw in the trailer ?
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Vince T
- Posts: 14058
- Joined: Fri Apr 27, 2001 11:01 pm
- Contact:
Obviously can't be. The JJ-X-wing has half-circle-shaped engine intakes per wing. This one's a classic
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
A little bit more.
You do not have the required permissions to view the files attached to this post.
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
Shame on you saxman for teasing us about a new x-wing!
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Well, it won't be anything for XWA. This model would probably make it explode (has the upper-limits of the game engine even been tested on modern computers? I noticed that on my new box the triangling to infinity issue my E-wing's engines had no longer seemed to be occurring). I think one S-Foil assembly alone is going to have a higher poly count than the entire set for XWAU's X-wing.
Right now I'm aiming for something like Star Citizen.
Right now I'm aiming for something like Star Citizen.
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
A little something extra.
You do not have the required permissions to view the files attached to this post.
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
Damnit SAX!
I don't care that they won't be in XWA, stop giving me orgasms like that!
I don't care that they won't be in XWA, stop giving me orgasms like that!
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Sorry, Rookie. ;-P
You do not have the required permissions to view the files attached to this post.
- Vince T
- Posts: 14058
- Joined: Fri Apr 27, 2001 11:01 pm
- Contact:
Control yourself Rookie!!!!
*goes fetching some clinex*
*goes fetching some clinex*
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Incidentally, this is why accurately modeling the X-wing can be a REAL bitch:
Red 1 and 5 left upper, Red 3 right upper.
Red 1 right upper.
Red 5 right upper, Red 3 left upper.
Red 12 lower (left and right).
Red 2 upper (left and right).
Red 2 lower (left and right).
And that's just the engine cowlings. I've found MANY other areas where the individual X-wing effects models differed.
Red 1 and 5 left upper, Red 3 right upper.
Red 1 right upper.
Red 5 right upper, Red 3 left upper.
Red 12 lower (left and right).
Red 2 upper (left and right).
Red 2 lower (left and right).
And that's just the engine cowlings. I've found MANY other areas where the individual X-wing effects models differed.
You do not have the required permissions to view the files attached to this post.
- General Edor Crespin
- Posts: 5488
- Joined: Thu Nov 29, 2001 12:01 am
- Contact:
Dude, I was trying to track you down a couple months ago. I've gotta get back to work but...
... I'm home...
... I'm home...
IN THE WAKE OF FEDERATION THERE AROSE EMPIRE
-
- Posts: 2263
- Joined: Sat Nov 29, 2003 12:01 am
- Contact:
Wow, Saxman! That's great stuff! I figured it'd be Star Citizen from that poly count. As for your question on the upper limits of the game, JeremyaFr has been doing some really cool stuff.
-
- Posts: 2942
- Joined: Fri Apr 06, 2001 11:01 pm
The new wing design increases visibility aft both above and below, further the new configuration would allow for tensor fields between the wings, eliminating the "droop" on the T-65.The Saxman wrote:I deny that...THING exists.
But, anyway, your models are cool.
That's interesting, that the fine details of the X-Wings differed, I wonder how deliberate it was, and whether it was carried over into the CGI Special Edition.
1st Lt Sigurd "BattleDog" Stormhand, Assigned Corsair Squadron, Renegade Wing, CRS Vigilant.
Corsair 8, Squadron TrO.
Corsair 8, Squadron TrO.
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Doesn't look like it. For one, all of the X-wings in the CGI are either Red 5 or Red 2's markings. There looks to be a generic design on the engine cowling, and they also appear to have duplicated the S-foils on all four wings. In the original models there's differences on the front face of the shield generators:BattleDog wrote: That's interesting, that the fine details of the X-Wings differed, I wonder how deliberate it was, and whether it was carried over into the CGI Special Edition.
Upper left and lower right.
Upper right and lower left.
Whereas if you look at this:
You can see that they used the first one on all four wings.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
Some updates:
I went through and remodeled the fuselage to make it much more accurate to the visual effects models. The torpedo tubes, torpedo bay hatch, canopy glass, and S-foil bay have also been cut out. I also remodeled the droid compartment so it's actually physically possible for the droid to fit (a recurring issue of droid-equipped fighter models, IE the N-1). I'm designing this for the astromech to be a fully-functional AI NPC which can leave the ship, so it needs to be possible for the droid to ACTUALLY fit properly.
I didn't need to make TOO many other changes to the rear deck detailing. Most of the proportions were actually pretty close and it just took a few minor tweaks.
Outer torpedo tubes are modeled, and a rough model for the torpedo bays themselves have been added. More detail may be coming, here. I don't know if Star Citizen will have animated ground crews who will run around rearming ordinance, but I went ahead and modeled the torpedoes bays with removable hatches just in case. Most of the bay is based on the ICS since there's no actual film sources on the interior. However because the torpedoes shown in the ICS are at MINIMUM twice the size of what the X-wing's torpedo tubes could ACTUALLY fire, I had to do some resizing (which appears to match up fairly well with the Johnston sketches). Because the torpedoes and their racks were reduced in scale, this would have left a substantial amount of empty space in the bays if I modeled as rendered in the ICS, so I decided to split it into a separate port and starboard bay divided by armored firewalls (which just makes engineering sense to me).
The X-wings proton torpedoes in their racks.
Showing a torpedo armed and positioned for launch by the loading arm.
A bit clearer view of the torpedo bay, showing one torpedo fired and the second torpedo moved into position for launch.
I went through and remodeled the fuselage to make it much more accurate to the visual effects models. The torpedo tubes, torpedo bay hatch, canopy glass, and S-foil bay have also been cut out. I also remodeled the droid compartment so it's actually physically possible for the droid to fit (a recurring issue of droid-equipped fighter models, IE the N-1). I'm designing this for the astromech to be a fully-functional AI NPC which can leave the ship, so it needs to be possible for the droid to ACTUALLY fit properly.
I didn't need to make TOO many other changes to the rear deck detailing. Most of the proportions were actually pretty close and it just took a few minor tweaks.
Outer torpedo tubes are modeled, and a rough model for the torpedo bays themselves have been added. More detail may be coming, here. I don't know if Star Citizen will have animated ground crews who will run around rearming ordinance, but I went ahead and modeled the torpedoes bays with removable hatches just in case. Most of the bay is based on the ICS since there's no actual film sources on the interior. However because the torpedoes shown in the ICS are at MINIMUM twice the size of what the X-wing's torpedo tubes could ACTUALLY fire, I had to do some resizing (which appears to match up fairly well with the Johnston sketches). Because the torpedoes and their racks were reduced in scale, this would have left a substantial amount of empty space in the bays if I modeled as rendered in the ICS, so I decided to split it into a separate port and starboard bay divided by armored firewalls (which just makes engineering sense to me).
The X-wings proton torpedoes in their racks.
Showing a torpedo armed and positioned for launch by the loading arm.
A bit clearer view of the torpedo bay, showing one torpedo fired and the second torpedo moved into position for launch.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 577
- Joined: Sun Mar 31, 2002 11:01 pm
- Contact:
Hi Saxman, nice work
Re engine limits, you can find more in jeremys threads in the editing forum but took a quick glance through and jeremy said its a vertex (not face) limit of 512 per mesh, 50 meshes max. But I'm not sure its a simple as that. If thats not enough an alternative would be to make your high poly and texture it, then cut down the count and use something like xNormal to bake the high poly textures onto the low poly. You could do this to bring it to original game limits as well.
Re engine limits, you can find more in jeremys threads in the editing forum but took a quick glance through and jeremy said its a vertex (not face) limit of 512 per mesh, 50 meshes max. But I'm not sure its a simple as that. If thats not enough an alternative would be to make your high poly and texture it, then cut down the count and use something like xNormal to bake the high poly textures onto the low poly. You could do this to bring it to original game limits as well.
- Atx
- Posts: 1217
- Joined: Mon Feb 11, 2002 12:01 am
I still have nightmares trying to 'OPT' your Snowspeeder (it might have broken my spirit LOL) but man was it ever nice to look at. Great job!
The Navbuoy is closed...long live the XWAU!!!
-
- Posts: 3458
- Joined: Fri Jan 14, 2000 12:01 am
*YAWN*
You do not have the required permissions to view the files attached to this post.