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Nemesis Shipyard under development
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tooie32

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Post Posted: 03-12-2004 06:28 PM Post subject: Nemesis Shipyard under development

Hey all I am doing what I have promised. I have started on the top part of the shipyard last night and did a bit more this moring. Heres four photos of the top part of the Nemesis shipyard.


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Post Posted: 03-12-2004 09:08 PM Post subject:

wow very nice


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Post Posted: 03-12-2004 11:09 PM Post subject:

Are you modeling it to scale with my Sovereign? Cause I can see this as a REALLY nice addition to have orbiting around Earth.. Maybe I should work up an under construction version of the Sovereign...just rework parts of the textures to look like bare metal framework, and maybe cut a few holes in the hull...hmmm..


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Post Posted: 03-12-2004 11:33 PM Post subject:

If you mean the small blue shipyard from Armada - yeah it does look pretty darn similar - but then certain elements of Armada were designed by the guys at Trek anyway.


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Post Posted: 03-13-2004 12:48 AM Post subject:

Somebody already made one for BC but it's too big. This one will be much better.

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Post Posted: 03-13-2004 05:40 AM Post subject:

Thanks guys I am currently constructing the arms so I should show you some updates tomarrow.

CG ya once I have finished making the mesh I will use your Sovereign to make the scale right.

Beings I have the CGI Model of the shipyard it is easy to make it lol.


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Post Posted: 03-13-2004 06:36 AM Post subject:

Looks very nice already, can't wait to see more. Grin


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Post Posted: 03-13-2004 09:11 AM Post subject:

I happen to get the arms in earlyer that I thought

Here are the new updates.

The shipyard is still not done yet I need to do some changes a bit to lower the polly count beings its over 10000 with those changes you really won't see the difference.


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Post Posted: 03-13-2004 09:12 AM Post subject:

Looking good so far


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Post Posted: 03-13-2004 09:15 AM Post subject:

yeah lookin real good, i hope you actually do make that variant CG, making it look "half finished" would be cool...that might be able to be used for other stuff as well, like an assimilated sovvie with borg parts filling in the holes etc, unless your just doing a retexture and not a re-model lol


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Post Posted: 03-13-2004 10:17 AM Post subject:

No, if I do this, I'll definitely do a remodel.. I'll make it possible to do different variants though, so it can either look damaged, assimilated, or under construction. What I'll do is break the model at a few key panel lines, and remove portions, or extrude them inwards, etc, so it looks like there are parts missing, then maybe add a few new polygons over the top of the lower parts to look like framework. Maybe I'll even model in some of the inner workings of the warp nacelles... Grin


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Post Posted: 03-13-2004 10:51 AM Post subject:

looking good, nice idea there CG

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Post Posted: 03-13-2004 11:12 AM Post subject:

a half finished Sovie would go good in the Sol System multipack wouldn't you say?


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Post Posted: 03-13-2004 11:44 AM Post subject:

Maybe YES


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Post Posted: 03-13-2004 04:12 PM Post subject:

Beautiful work, can't wait to see the textures!

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Post Posted: 03-13-2004 04:22 PM Post subject:

Chronocidal_Guy wrote:
No, if I do this, I'll definitely do a remodel.. I'll make it possible to do different variants though, so it can either look damaged, assimilated, or under construction. What I'll do is break the model at a few key panel lines, and remove portions, or extrude them inwards, etc, so it looks like there are parts missing, then maybe add a few new polygons over the top of the lower parts to look like framework. Maybe I'll even model in some of the inner workings of the warp nacelles... Grin



That be sweet!

O and tooie32 its looking great


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Post Posted: 03-13-2004 08:29 PM Post subject:

OK guys I have taken the little round things that attach to the think rectangles but I don't want to lose the big round things though so the pollys droped to 10660 pollys So I think that amount should be ok.

Know on the textureing part I am not sure what hull plating design that the shipyard uses for the background when I start texturing I could use CG's though.


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Post Posted: 03-13-2004 09:24 PM Post subject:

10.7k still sounds like a little too much fore a Spacedoch.


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Post Posted: 03-13-2004 09:53 PM Post subject:

What was the poly count on C2X's oversized Nemesis drydock?


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Post Posted: 03-13-2004 10:07 PM Post subject:

I don't really want to lose anymore detail I would send the shipyard ot one of ya guys and can drop the poly count a bit But I don't want to lose anymore detail other wise it won't look real like either. I know how much you guys want mods to be cannon though.


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Post Posted: 03-14-2004 12:50 AM Post subject:

Hey guys still deciding on the hull plating for the texturing. As for the model it should be able to hold in BC. I think for one thing it could be because I haven't used the map thing to make the mesh lol.


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Post Posted: 03-14-2004 01:34 AM Post subject:

Hey all I got good news I I was fiddling around the shipyard and did found that all the meshes have solid mesh so what I did is to clean up like deleting the mesh peices that are not shown but hidden in another mesh. So after I did allso that cleaning up the pollys driped to under 10000 know is a little higher than 9000 but aleast it is under the limit any way once I have add the textures the pollys will drop a bit more.


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Post Posted: 03-14-2004 01:47 AM Post subject:

maybe you have some curver surfaces that can be adjusted a bit to detreas emore polies after too..cause what's been said is right...that's alota polies for something like a spacedock that'll just sit there....i've got a suggestion though.

With a spacedock, you can dock...why not make a docking feature for the spacedock as well? As it's been discussed in Moon's Spaedock thread, all it is is the hardpoint....


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Post Posted: 03-14-2004 04:48 AM Post subject:

That would be an idea But I don't know if it will smothly dock the right way though but who knows.

Any way dose anyone know what is the average polly count for shipyard or space dock. Any way I really wanted the ship yard to look reall as posible thats my goal at least the shipyard in under 10000 polys though. So lets say this shipyard will be the only one that will have the most polys.

But not to worry as long as I don't make the same amount of textures like CG did the shipyard should be fine. ANyway I have found a nice hull plating design.

Say CG do you have a psd file for the background hull plating? Because I would want to make different lightness so if you have a copy can you send me one?


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Post Posted: 03-14-2004 05:03 AM Post subject:

Sorry, no PSD file.. but, honestly, with all the polygons you've put into this thing, you may be able to texture it with very simple texture. The dock didn't have much texture to it anyway.. I'll look for screenshots for later, but now I have to work on a paper that's due on tuesday. Razz


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Post Posted: 03-14-2004 05:12 AM Post subject:

Don't worry I'll manageI'll just make a copy of the hull plating detail by using the path in photoshop I have the Movie Nemesis so I can figure out what stuff they go and how some stuff should look.


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Post Posted: 03-14-2004 06:35 AM Post subject:

10k should be fine. I've got a ship with 60k polys ingame and it runs fine. Its the textures that tend to eat up the framerate.


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Post Posted: 03-14-2004 08:53 AM Post subject:

Hey guys I am know working on the textures So mainly I will make two or threee textures for the shipyard but maybe two we will never know. The first texture that I am making is for the arms I am almost done then I will slap it on the mesh.

But I have one last Question for CG how did you make the windows the way they look like theres shadow in the windows how did ya make that effect for your CG Sovereign? Or any one else like to answer this question.


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Post Posted: 03-14-2004 08:59 AM Post subject:

Mainly I used a special tool with my paint program.. it makes 3d objects on the image, and allows you to make objects that look like they are rounded.. that shading is just the light decreasing toward the edges of the windows.. You could probably do it manually by just lightly shading the windows around the edges.


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Post Posted: 03-14-2004 09:04 AM Post subject:

Ya I can do that I was also hoping for a special effect that can made the shadows on the window not the edges like the big windows for the bottom sauser section.


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