When you've just gotta blow up planets/fleets in style.
About 25% complete.
This is an update to a 2 year old model I had made in Maya, in 3ds max. It is about 56k quads, suitable for usage inside a 3d engine like Starcraft 2. My upper limit is 100k quads though I do not expect to hit that unless I decide to add some point defense guns.
Old model:
New one:
It's take a long time to render close-ups of the newer guns with the fancy lighting, I'll post those later.
Extreme pain in my wrists and finger joints has stalled my modeling for the past 4-5 months and this is my first time doing any actual modeling since earlier this year. I will be taking another extended break as it just hurts too much to continue.
The original model took about 15 hours or so non-stop without rest to create during my stronger age of modeling when I wasn't on anti-psychotics and could force myself into sleepless weeks of work. The update has taken another 10 hours off and on thus far with a lot of distractions, exhaustion from drugs, and general mind-numbing chaos in my head as always.
This, along with the DyiithJhinn Dreadnaught and the Leviathan, is my highest detail model I've yet created. It represents the pinnacle of my juvenile modeling capabilities that I have struggled to nurture over 10 years. I may one day put it into SC2 and rig all of its insane weapons but no time soon.
On July 04 2010 13:33 fly.stat wrote: That's so sick, reminds me of something from a space RTS. Ever think about doing work for someone like that?
Made plenty of fleet-based mods for Starcraft 1. Worked a bit with Homeworld 2; terrible engine and horribly slow to rig hardpoints. Tried sins of a solar empire - even worse of a game.
I only do work for my own projects. It's my dream to create a big space mod some day but that seems unlikely to ever happen.
Video of my sins mod I released when sc2's beta popped up and I discontinued the mod due to a 25k poly limit I ran face-first into with my big Anahn ships;
Brohemski, why do you still do mods? What I mean is, you should apply to join the EVE guys or something. Or find your own coders and make an indie game. Your models are top-notch.
As I said, I only work on my own stuff. And programming a game from scratch is destined to failure unless you know someone you can absolutely positively entrust with a multi-year production life just to get the most basic elements down. It's a LOT harder to "make a game" than most people believe, especially when I myself have no programming capabilities.
I have no plans to get monetarily involved in anything I do, anyways.
On July 04 2010 14:03 IskatuMesk wrote: As I said, I only work on my own stuff. And programming a game from scratch is destined to failure unless you know someone you can absolutely positively entrust with a multi-year production life just to get the most basic elements down. It's a LOT harder to "make a game" than most people believe, especially when I myself have no programming capabilities.
I have no plans to get monetarily involved in anything I do, anyways.
Ohhhhhh, you're the guy that made that amazing post about the galaxy editor. Much respect, I thought I knew you from somewhere.
On July 04 2010 17:24 IskatuMesk wrote: Not interested in joining the industry. I only create stuff for my own worlds. Money has no meaning to me.
Without programming skills you aren't going to be able to truly create your own worlds, you are always going to be limited by someone else's game or engine.
One day, hopefully. My mental disabilities make learning things, especially complex things, a monumental challenge to even just begin. It is why I have been at this for so long and have gotten so little out of it.