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Taldrenites => Starfleet Command Models => Topic started by: Starfox1701 on November 12, 2010, 12:10:07 pm

Title: TOS Battlestars and Basestars
Post by: Starfox1701 on November 12, 2010, 12:10:07 pm
I'm tring to find some better TOS Battlestars and Basestars. For those to young to know this is what I'm looking for
Title: Re: TOS Battlestars and Basestars
Post by: FoaS_XC on November 12, 2010, 01:28:46 pm
I think kreeargh knows where to find them - I myself, don't.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 12, 2010, 10:33:40 pm
How about it guys; is there anything better then Maudib's battlestar and basestar?
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 13, 2010, 05:58:41 pm
Where are the models?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 13, 2010, 09:13:40 pm
http://www.dynaverse.net/forum/index.php/topic,163389306.0.html (http://www.dynaverse.net/forum/index.php/topic,163389306.0.html)  Here is my try Pics are old by the way the model is done . If i can find a maper and texturer its fair game for release. A detaild basestar wouldnt be hard to make but there agian need maper and texturer. If you wish them soon any way 2 years from now i may have time.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 13, 2010, 09:54:58 pm
I could try to texture it and the base star when done
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 13, 2010, 10:08:16 pm
I could try to texture it and the base star when done
Ill send the Galactia asap. On the basestar. I have one version i made for the Sins of the 13th tribe mod but not accurate and low in poly. It uses the same textures  Maudib has on his model that I was allowed to use for freelancer moding. Want a new model? Tell me poly cap ill get to work  ;) I dont do segmented or whatever that term is models unless i feel like it / hollow in center. Some games require it but sfc does not and the type require a higher poly count if made. I only make those if i want some inside detail to show up error free or if it was requested.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 13, 2010, 11:47:04 pm
A new baseship would be cool.  I think 10k would be enough but whatever you need to get it right
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 18, 2010, 12:10:20 am
Here is New fix try soon to be a finished  Nova class not Galactia. Nova class is a prototype  in my eyes :crazy2:. My old versions wont import to gmax so i am forced to remake 1/3 of the detail. This is the lowest = a few poly I can make the model is NOT error free many back faceing removed to make it low poly as Possable. But is should work in many games. My end goal for sfc is MAX 10000 poly but may go over a few. The end result for the mesh itself will end up around 50k in poly as i will continue the mesh untill i make all i see on the Ertel plastic design i have as ref .
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 18, 2010, 01:41:39 am
Cool; please send the mesh in a milkshape friendly format when your done.

If you ever decide to shoot for the studio model version check this link.

http://www.modelermagic.com/?p=4124 (http://www.modelermagic.com/?p=4124)
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 18, 2010, 09:18:14 pm
Cool; please send the mesh in a milkshape friendly format when your done.

If you ever decide to shoot for the studio model version check this link.

[url]http://www.modelermagic.com/?p=4124[/url] ([url]http://www.modelermagic.com/?p=4124[/url])

I have had the pics for a few years but i dont agree with "studio" the jerry cans and other stuff that was put on the it from ww2 models to make it space worthy. One reason i used the ertel plastic model as ref use ,good detail and lack bullcrap not needed for any games.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 18, 2010, 09:47:40 pm
What about the rim of the head? Everyone seams to want a trench there whenits actually a bulgde. Are you planing in building up the details from the trench?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 20, 2010, 12:00:32 am
What about the rim of the head? Everyone seams to want a trench there whenits actually a bulgde. Are you planing in building up the details from the trench?
Show what you are talking about maybe?
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 20, 2010, 01:59:10 am
The rom of the head. You currently have a trench. As you can see thats not how the rim looks on either the plastic or the studio models. I was wondering what your final plans where for that area. Also as the last pic shows there is some detail at the area just below and behind the name on the bay pod that is not on the plastic model.  I would like to request it's addition too the model because you can see it very prominently in Name angle shots of Atlantia, Galactica, and Pegasus. It makes sence it would be on the prototype too. It looks like hookups for fuel transffers at starbase. Do you need more info?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 20, 2010, 11:22:53 pm
I am useing the Ertel model not revell monogram version. The ertel lacks detail on side profile mostly and i dont care. I am already over 10k in poly and i still have not created much at bottom. The entire model will be ajusted to fit what i can make and think works well.  :-X
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 21, 2010, 07:22:40 pm
If I make changes to the mesh after you are done will I be able to release my veriation too?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 21, 2010, 09:37:24 pm
If I make changes to the mesh after you are done will I be able to release my veriation too?
I have no issues with that just credit what work I do.Many dont and i allow it but  :angel:
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 21, 2010, 10:46:45 pm
Cool you get it to me and we will see what we can see 8)
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 23, 2010, 10:21:46 pm
This is what i have so far good or bad its what it is  :-X
Title: Re: TOS Battlestars and Basestars
Post by: Magnum357 on November 24, 2010, 12:19:13 am
If I may be so bold, and I'm sure just posting here will be a problem for me, but is this for a Battlestar Galactical mode or something?

by the way, that is a very nice model of the Nova class.   ;)
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 24, 2010, 12:59:37 pm
She looks good so far.  I am a little concerned that the head's sides and bottom don't have any detail yet but I'm sure you will work it out.
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 24, 2010, 06:48:53 pm
If I may be so bold, and I'm sure just posting here will be a problem for me, but is this for a Battlestar Galactical mode or something?

by the way, that is a very nice model of the Nova class.   ;)
I have been makeing a model baised off of the Ertel plastic model design i use for referance.  My goal is to make it as accurate as i can and low enough poly some games can play it. I call it Nova class cause its not accurate  :laugh: The bay launch areas are off and alot of stuff but its all fun anyway.

As for use i really dont care . If its released in public it will be stolen some day if not at day of release. I dont make em to tease i release my work unless the job was requested not to or i get lazy.
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 24, 2010, 06:53:03 pm
She looks good so far.  I am a little concerned that the head's sides and bottom don't have any detail yet but I'm sure you will work it out.
What poly max can you use? Im not sure what game you want it for not that i care but poly max would be nice so i can make what i need to make and give you that max version when done. SFC1,2,op max in my eyes should be 12k WITH lods sfc3 17k poly max. Multiplayer play sfc max 8k.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 24, 2010, 09:08:02 pm
Use as much as you need.  My milkshape won't have a problem. You really wouldn't want alot of battlestars on screen at one time anyway. At 150 Vipers per battlestar your PC would be quickly overwelmed any way.
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 25, 2010, 08:01:11 pm
Use as much as you need.  My milkshape won't have a problem. You really wouldn't want alot of battlestars on screen at one time anyway. At 150 Vipers per battlestar your PC would be quickly overwelmed any way.
Depends on the game engine used, milkshape wont work more than 60,000 poly at any one time as far as i have been told.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 26, 2010, 02:19:00 am
It's 65,999 polies and or 75 mesh groups. I don't think you will need that much will you?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 26, 2010, 09:27:54 pm
It's 65,999 polies and or 75 mesh groups. I don't think you will need that much will you?
I am not going to waist any poly that i can. I expect the entire model to be around 50k in poly at final but im not sure on that its always hard to tell at first .
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 27, 2010, 12:41:35 pm
What are you think 2 week to completion?
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on November 28, 2010, 12:01:21 am
What are you think 2 week to completion?
If i did not have other pending things to do yea. But I model for fun and when allowed by personal issues not for pay so it will get done when it gets done thats all i can say sorry about that  ::). I can quote 12k 15 k ect poly levels show pics when ready.  But done is hard to tell at this point. The BSG project that this model started is over a year old as it is over 20 meshes i have created to fit things in and I have other game mods to work model time in.
Edit: I can send what i have done to date thats up to the moder of the game that wants it ect ect i dont care .
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on November 28, 2010, 12:50:55 pm
I'll wait for the finished product.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 02, 2010, 12:01:43 am
While technicly nit a Basestar this is a TOS Cylon ship I have been tinkering with. Its actually the first finished model I have ever done I felt was worth posting. Last pick is what I based it on.
Title: Re: TOS Battlestars and Basestars
Post by: Kreeargh on December 03, 2010, 07:13:23 pm
Frakin sweet dude :thumbsup:
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 03, 2010, 11:23:48 pm
Thanks Shes a bit shy of 12,000 polys woking on a textur right now
Title: Re: TOS Battlestars and Basestars
Post by: Bernard Guignard on December 04, 2010, 06:17:22 am
I like it reminds me of the TOS Cylon BaseStars
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 05, 2010, 12:08:06 am
Working on the texture and should have some pics tommrow Clening thing up I got the mesh down to around 8600 polies. Should make for a nice TOS Cylon warship when done :)
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 05, 2010, 10:55:30 pm
Here are the pics. Keep in mind the textures are a WIP ;)
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 22, 2010, 11:40:20 pm
more updates ;)
Title: Re: TOS Battlestars and Basestars
Post by: pepperman on December 23, 2010, 12:25:57 pm
Looking good Starfox.  While Cylon in design I could easily see this working the Start Universe as well.  A starbase, an advanced research facility, or advanced weapons platform are a few possibities to consider.
Title: Re: TOS Battlestars and Basestars
Post by: Starfox1701 on December 23, 2010, 02:00:54 pm
Thanks pepperman
Title: Re: TOS Battlestars and Basestars
Post by: manitoba1073 on December 23, 2010, 03:31:44 pm
I agree pepper looks sweet for both Universes, maybe as a advance repair star base.