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Forum Index » » Fan Art » » ICC Ships (Typhon, Archangel, Achilles, Athena)
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 Author ICC Ships (Typhon, Archangel, Achilles, Athena)
Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-06-24 06:07   
... Does this mean the staff team is considering this model for actual use?

... No, I'm not going to even try and hide how excited that'd make me~
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-24 07:32   
Quote:

On 2010-06-24 05:59, Drafell wrote:
Lose the greeble effects. They are a huge waste of polygons.

The body of the model itself is actually about as optimized as you can get.

There are a number of flat areas on the nacelles where you have 18 polygons that could easily be reduced down to 2.

The long rear recesses of the carrier nacelles have an 8 polygon cap. The could be reduced to 2 polygons. The walls of the recesses coudl also have the poly count cut down in a similar manner.

The front nacelle recesses are currently using a * shaped face. The end cap for this could be removed and simple replaced with a two polygon square that is bigger than the gap it is covering. The curved effect is then simulated via texture (You could consider doing this cheating on the mesh integrity - but the inside of the model doesnt have to look pretty, only the outside).

The rear thrusters are too polygon heavy.

The fins/towers need to be worked on to reduce the polygon count, otherwise the overall model is a good and solid effort.

P.S. Listen to Tael. If he suggests a change, please try to make it, although also ensure that you back up the file before make any big adjustments. We will often work through 5-15 variations of a finished model before choosing something that we are satisfied with.






Thanks for the feedback. Will see what I can do about those.


[ This Message was edited by: Kenny_Naboo on 2010-06-24 10:36 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-24 10:38   
Update:


More redesigns on 3DS Max 2010 based on suggestions by Drafell

- Complete redesign of nose cone
-- Nose shape is now "broken up"
-- More industrial looking ala BSG, more in line with ICC style
-- Now includes a fighter/transport bay and port in the bow

- Removed extra polys where I could (ie. in engine nacelle "intake" * )
- Added luminance to engine nacelles
- Redone nacelles and pylons, removed greebles
- Lower pod includes fighter launch and recovery ports
- Engine thruster nozzles slightly simplified









A edge-face view of the ship to see where all the vertices and polys are.



Unfortunately, I'm not that good a modeller to know how to reduce the poly count drastically yet... still learning as I go along.







[ This Message was edited by: Kenny_Naboo on 2010-06-24 10:39 ]
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Kaoschan
Fleet Admiral
Interstellar Cultural Confederation United


Joined: October 11, 2008
Posts: 133
From: Germany
Posted: 2010-06-24 10:43   
looks very nice! (you reduced the polycount by almost 40%)
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-24 10:58   
Here's the rendered view of the ship.



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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2010-06-24 10:59   
If I get chance, I'll see if I can redo one of the nacelles for you so that you can see what I mean. Still plenty of room for cuts.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-24 11:04   
Quote:

On 2010-06-24 10:59, Drafell wrote:
If I get chance, I'll see if I can redo one of the nacelles for you so that you can see what I mean. Still plenty of room for cuts.




Sendspace link to MAX file sent via PM
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PhiliChez
Admiral

Joined: April 12, 2010
Posts: 28
Posted: 2010-06-24 15:09   
that should totaly be enlarged and turned into ICC juggernaut like the kluth juggernaut idea. give it everything in a somewhat orderly manner. rofl now all we need it one for the UGTO.
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Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2010-06-24 15:32   
Just as a note, although the mesh itself is fine, you need to look at flipping the normals on a large section of the model. It is bugging out in 3ds max with render errors.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2010-06-24 16:15   
Hopefully this shoudl give you an indication of what I mean by optimising the mesh. I have combined some of the flat area's into a single two poly surface instead of using 6-12 polies for the same area. This can be done in a number of other places on the model.
You can use the Edit Mesh modifier > select the faces to delete, use the Delete option in the modifier dialogue, and then use the create option to create new faces in thier place.

If the faces are 'backwards' (facing inwards) use the flip normals option which is lower down in the edit mesh list.




[ This Message was edited by: Drafell on 2010-06-24 16:16 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-25 01:11   
Quote:

On 2010-06-24 16:15, Drafell wrote:
Hopefully this shoudl give you an indication of what I mean by optimising the mesh. I have combined some of the flat area's into a single two poly surface instead of using 6-12 polies for the same area. This can be done in a number of other places on the model.
You can use the Edit Mesh modifier > select the faces to delete, use the Delete option in the modifier dialogue, and then use the create option to create new faces in thier place.

If the faces are 'backwards' (facing inwards) use the flip normals option which is lower down in the edit mesh list.




[ This Message was edited by: Drafell on 2010-06-24 16:16 ]




yeah thanks. I think I got what u mean abt the optimizing bit.

Btw which faces were flipped??


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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-06-25 04:53   
thats totally awesome. loving it.


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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-25 22:06   

Not much in the way of hull detail changes. Just optimization this time.

- Combined meshes mostly in the 4 pods and parts of the hull
- Adjusted the extruded "spine" on the conning tower, to make it blend in more
- Reduced poly count




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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2010-06-25 22:22   
das a cool ship
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2010-06-26 04:35   
That is looking much better.

The front and the rear could use some more work however; try to make them less flat in the overhead view.

I am currently envisioning this as more of a cruiser class ship instead of a dreadnought. You might want to try enlarging the thrusters a little and giving the design more length.

Additonal info:

2.3.2.4 Cruisers
Overview

Size and Specifications

Length:- 761-765m
Beam(width):- 247-361m
Draft(depth):- 76-269m
Crew:- 250-350
Cargo:- 4 Standard Units
Poly Count:- Approx. 2000-2500.
2.3.2.5 Dreadnoughts
Overview

Size and Specifications

Length:- 1392-1570m
Beam(width):- 328-848m
Draft(depth):- 216-438m
Crew:- 900-1200
Cargo:- 6 Standard Units
Poly Count:- Approx. 2500-3000.

We prefer new models to err on the lower side of the polygon count.

You now have 400-900 polygons to play with for adding detail.
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