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 Author UGTO SV-series Dreadnought (WIP)
YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-07-28 21:12   



I've really enjoyed following LoA's thread and seeing the designs he's been putting together and it inspired me to get back into modelling (I'm jumping on a bit of a bandwagon here, I'm under no illusions about that).


I also decided to try and learn Blender (for perhaps the 3rd or 4th time) and I'm happy to say that, over the course of this week, it's finally stuck.


I've been having a go, yet again, at designing a new UGTO dread. The model that's taking shape seems to be a cross between a sleeker design and a higher poly version of the existing one.


I started off with a head section modeled slightly after a Firefly, but in the end it came out as a cross between a Y-wing and Valkyrie.









Next step is to add some more structures on the hull, including engines before texturing. I'm not intending this to be a game model (without subdivision, the finished ship might be within the poly limit, but it's still a tad inefficient).

C&C welcome



[ This Message was edited by: YIIMM on 2010-08-15 06:14 ]
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-07-28 21:49   
suggestions for add ons: following the current EAD model, two large arms coming off the top of the bottom, running from the midsection to the back. the top one can continue the angle of the rear section, the bottom one should perhaps be counter to it creating a V shape.

the bottom looks a little flat. maybe in addition to the spar, add a tower like on the agincourt?
[ This Message was edited by: Lark of Serenity on 2010-07-28 21:50 ]
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-07-29 06:38   
I want a dread that looks like this:


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nicklane1
2nd Rear Admiral

Joined: October 03, 2009
Posts: 112
From: Eating your cheese behind you.
Posted: 2010-07-29 06:50   
I reallly dont like the current UGTO dreadnaught models, their all the same except the agincourt, and it looks awesome, so my suggestion is go for something similar to the agincourt
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-07-29 09:10   
Quote:

On 2010-07-29 06:38, Shigernafy wrote:
I want a dread that looks like this:





When I'm done I might make it a bit toothier


Replaced the placeholder hangar bay and pulled down the "wings" a bit more. I've started playing around with some engine configurations. I'm quite like look of the current setup but might end up either making the top engine larger or adding an addition structure to the top aft.






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Vice Admiral Onassi
Vice Admiral

Joined: March 20, 2010
Posts: 44
From: Bridge of the Hot Needle of Inquiry
Posted: 2010-07-29 12:39   
Quote:

On 2010-07-29 06:38, Shigernafy wrote:
I want a dread that looks like this:






Dont we already have that?
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2010-07-29 13:51   
Definitely very smooth and BSGish, looks like you modeled it quite well and the topology looks flawless. I am not a fan of the way it looks top down though, it makes it feel more.. Kluth in a way. Are you planning to add further detailing with the hull? or is that the final shape?
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Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2010-07-29 13:57   
Looks very nice Yimm.
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2010-07-29 15:03   
Looks nice, and have you ever played X3? More than the cited sources, this is channeling the Boron Shark.

[ This Message was edited by: Sardaukar on 2010-07-29 15:04 ]
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Matthias_L
Fleet Admiral
Courageous Elite Commandos


Joined: June 06, 2007
Posts: 2
Posted: 2010-07-29 16:34   
I'm not sure if there is any intention to have this in game, but I'm getting the suspicion that it is too high poly. Are you using the subsurf modifier?

The in game UGTO dreads can't have much more than 300 tri's. Though its difficult to tell because they're a little messy with the overlapping parts and z-fighting. (or is that my computer?)

I definitely like what you made, but I'm just afraid of how many triangles it has.

EDIT: just looked at the in game model, I might be off a bit.
[ This Message was edited by: Matthias_L on 2010-07-29 16:42 ]
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-07-29 22:14   
Quote:

On 2010-07-29 13:51, Veronw wrote:
Definitely very smooth and BSGish, looks like you modeled it quite well and the topology looks flawless. I am not a fan of the way it looks top down though, it makes it feel more.. Kluth in a way. Are you planning to add further detailing with the hull? or is that the final shape?



Personally, I find that UGTO and K'luth ships, at a basic level, have very similar forms (obviously embellishments and textures are different) so I'm not too worried if it resembles a K'luth ship slightly. The planform shape is primarily based on the existing UGTO dread.

What I've got at the moment is purely just the basic hull shape, I'm still planning to add more structures to it. Once I've got all that done then I'll start attempting to add detail; Blender doesn't seem to do inset detailing all that well though, so I'll see how that goes.

Quote:

On 2010-07-29 15:03, Sardaukar wrote:
Looks nice, and have you ever played X3? More than the cited sources, this is channeling the Boron Shark.



Fraid not, haven't played a space sim since X-wing Alliance

Quote:

On 2010-07-29 16:34, Matthias_L wrote:
I'm not sure if there is any intention to have this in game, but I'm getting the suspicion that it is too high poly. Are you using the subsurf modifier?



No, as I said, I'm not modelling this with the intent for it to be a game model. Without any subdivision, though, the current poly count is about 2k (dreads are recommended to be around 3k), the only thing is I'm not sure if by 3k they mean tris or if n-gons can be included.

I might well make a version of this model suitable for in-game use, if I feel tempted, but if I did I'd probably make it from scratch.




Just been cleaning up the rear hull and redoing the engine structures.



[ This Message was edited by: YIIMM on 2010-07-29 22:15 ]
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The_Enforcer (The Vindicator)
Fleet Admiral

Joined: March 05, 2010
Posts: 163
From: another dimension
Posted: 2010-07-29 22:25   
we really should have a diffrent hull type of dread since they are all the same, this should be a good command dread hull design
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-30 00:26   
Not a bad design YIMM.

Can we see the wireframe or edged-face views for this?

I like to study how people go about getting their desired shapes.




[ This Message was edited by: Kenny_Naboo on 2010-07-30 00:27 ]
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-07-30 07:06   
Sure





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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-07-30 13:30   
The rear hull had some errors in the way I'd closed it up, resulting in some unwanted crinkling, so I've had a go at redoing that. Also remodeled the lower engines and added a kind of cowling (I'd call it an intake, but that doesn't make very much sense).






[ This Message was edited by: YIIMM on 2010-07-30 13:31 ]
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