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The Saxman
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Post by The Saxman » Sun Jan 04, 2015 12:25 am

Boo!
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Post by BattleDog » Sun Jan 04, 2015 3:30 pm

Looks like an X-Wing's... wing.

What do I win?
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Vince T
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Post by Vince T » Sun Jan 04, 2015 8:24 pm

Nice details!
Needs more dirt tho!
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Post by Griffin » Mon Jan 05, 2015 3:51 am

Looks good!

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Post by Bman » Mon Jan 05, 2015 4:05 am

Is that part of a new wicked "J.J. Abrams" X-Wing we saw in the trailer ? :-)
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Post by The Saxman » Mon Jan 05, 2015 4:49 am

I deny that...THING exists.

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Post by Vince T » Mon Jan 05, 2015 5:58 am

Obviously can't be. The JJ-X-wing has half-circle-shaped engine intakes per wing. This one's a classic :)
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The Saxman
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Post by The Saxman » Wed Jan 07, 2015 2:57 am

A little bit more.
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Rookie_One1
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Post by Rookie_One1 » Wed Jan 07, 2015 4:30 pm

Shame on you saxman for teasing us about a new x-wing!
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Post by The Saxman » Wed Jan 07, 2015 5:33 pm

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.

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Post by The Saxman » Sat Jan 10, 2015 5:26 am

A little something extra.
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Post by Marcos_Edson » Sun Jan 11, 2015 4:39 am

Hey, Sax! :) Nice models! :D
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Post by Rookie_One1 » Sun Jan 11, 2015 5:18 am

Damnit SAX!

I don't care that they won't be in XWA, stop giving me orgasms like that!
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Post by The Saxman » Sat Jan 17, 2015 6:08 pm

Sorry, Rookie. ;-P
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Post by Vince T » Sat Jan 17, 2015 8:36 pm

Control yourself Rookie!!!!

*goes fetching some clinex*
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Post by The Saxman » Wed Jan 21, 2015 4:47 am

Incidentally, this is why accurately modeling the X-wing can be a REAL bitch:
CowlingA.png
Red 1 and 5 left upper, Red 3 right upper.
CowlingB.png
Red 1 right upper.
CowlingC.png
Red 5 right upper, Red 3 left upper.
CowlingD.png
Red 12 lower (left and right).
CowlingE.png
Red 2 upper (left and right).
CowlingF.png
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.
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Post by General Edor Crespin » Sat Jan 24, 2015 12:28 am

Dude, I was trying to track you down a couple months ago. I've gotta get back to work but...

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Post by Tony Knightcrawler » Sat Jan 24, 2015 5:59 am

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.

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Post by BattleDog » Fri Jan 30, 2015 1:02 am

The Saxman wrote:I deny that...THING exists.
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.

:P

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.
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Post by The Saxman » Fri Jan 30, 2015 12:54 pm

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.
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:
shield1.png
Upper left and lower right.
shield2.png
Upper right and lower left.

Whereas if you look at this:
Battle_of_YavinIgnore.png
You can see that they used the first one on all four wings.
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Post by The Saxman » Sun Feb 15, 2015 4:26 am

Some updates:
FuselageUpdate.png
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.
TorpedoTubes.png
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).
Torpedoes.png
The X-wings proton torpedoes in their racks.
TorpedoArmed.png
Showing a torpedo armed and positioned for launch by the loading arm.
TorpedoRotated.png
A bit clearer view of the torpedo bay, showing one torpedo fired and the second torpedo moved into position for launch.
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Post by Marcos_Edson » Mon Feb 16, 2015 11:23 pm

Very nice!
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Post by Gank » Wed Mar 11, 2015 8:11 pm

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.

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Post by Atx » Sat Jun 06, 2015 12:48 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!
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Post by The Saxman » Mon Nov 23, 2015 1:46 am

*YAWN*
RearQuarter.png
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