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Topic: Ur-Quan Masters HD Mod (Read 123558 times)
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Angelfish
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Posts: 568
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I just thought of another possibility: Those models date back to really early, as much as 1998 or something... With the current software and high-end systems renderings could be substantially improved ofcourse .
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dczanik
*Smell* controller
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Well, given the skills I have in 3D, I think I can actually make some better 3D Models, and make them in higher quality too. Timewarp, and SC3 stuff looks good, but show their age by today's standards. And I always thought Timewarp veered off the original too much in the Kohr-Ah ship design.
For those with 4 minutes to kill, here's a video of a 3D sculpt I made. So you can see, I can do 3D too! http://www.youtube.com/watch?v=lv5SlnG4FTY
One thing I'd like to have in a newer version of UQM is it to be a lot more open to modding. Let people add an override text file, that allows the game to use a custom directory for ships. Obviously for fairness, this file would be disabled for online play. There's a lot of artists like myself who would love to add some of their art to the game, but the work involved to add a custom ship, and share it with people is just too much. And, it would be fun to do things like replace the Earthling Starship with the Enterprise.
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Alvarin
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The Earthling Cruiser already IS the Enterprise. Plus two nacelles = minus copyrights lawsuit.
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Megagun
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Now, I must admit to not being that into all that 3d stuff, but as far as I know 3d sculpting is pretty different from regular 3d modelling. For one, the amount of polygons your model will end up with is enormous, and due to the way these models are made it's insanely difficult to "get rid" of the excess polygons. On the other hand, making organic shapes (life forms) becomes a lot easier than when using regular 3d modelling..
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dczanik
*Smell* controller
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Well, polygons are not an issue. It's rendered as a 2D Sprite. I'm not going to use Mudbox to sculpt an Earthling Cruiser. But, I'll probably use it for the Mycon ship. The best tool for the job. I was just demonstrating I can do 3D stuff too.
You want other 3D examples but made in 3D Studio? Kilrathi Fighter 3D Homer Like Tron? Terminator Endoskeleton Truck outrunning an HK Tank
A lot of stuff in Star Control 2/UQM is so easy it would almost be a joke to create in 3D Studio. The Spathi Eluder? It's spheres and some cylinders. I'm not the greatest 3D Modeler, but I think I can outdo even the best 3DO models.
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Megagun
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Ah, right. I should've checked the other videos on your youtubes. My bad. That terminator looks nice.
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Angelfish
Enlightened
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Posts: 568
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Well, given the skills I have in 3D, I think I can actually make some better 3D Models, and make them in higher quality too. Timewarp, and SC3 stuff looks good, but show their age by today's standards. And I always thought Timewarp veered off the original too much in the Kohr-Ah ship design.
That's where we differ in opinion. I always thought that the most beautiful model in Timewarp was the Kohr-Ah. It was actually an incredible improvement . Also, I like to encourage creative freedom as much as possible. The ship is still recognizable as the kohr-ah marauder and from the look of it it still has the same functions. You can do anything you like, but in my opinion it's better if you work on things that haven't been done by the community before. Those comm screens are great, keep working on them .
One thing I'd like to have in a newer version of UQM is it to be a lot more open to modding. Let people add an override text file, that allows the game to use a custom directory for ships. Obviously for fairness, this file would be disabled for online play. There's a lot of artists like myself who would love to add some of their art to the game, but the work involved to add a custom ship, and share it with people is just too much. And, it would be fun to do things like replace the Earthling Starship with the Enterprise. It's the goal of UQM to do just that in the future, by getting an easy format (probably XML) to describe the universe, ships, dialogue etc in. But for now, don't get your hopes up of that happening soon . I'm actually surprised cedric got as far as he did without getting stuck, because so awfully much has to be done in so much lines of code. Even getting the animations running properly is done half in code, half in some ANI file, and ofcourse the actual images . This is the only way in which the unique feel of SC2 can be achieved, but I'd like to see these animations become a bit more artist-friendly so you can edit these with an editor rather than having to go into code and textfiles.
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evktalo
Frungy champion
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Posts: 50
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Very nice work - the Kohr-Ah too.
--Eino
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dczanik
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Posts: 306
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Well, with a lot of help by Zenzmurfy, we're about 2/3rds of the way through all the ship models ourselves. Your models did inspire me to work on my Mycon Podship last night. Since there's no way I can please everybody, I plan on opening up UQM-HD so you can use alternate ship models. So the more models, the merrier!
And since I haven't been updating lately, I give you my Vux with an homage to Zarla's artwork.
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oldlaptop
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Another nitpick: The little red sliders on the command console in the VUX comm screen look a little... flat, they don't pop out like the other switches/knobs. Other than that, superb! The Podship model is especially good, especially for a WIP.
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