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Battlecruiser 1.1 - Page 2

Blogs > IskatuMesk
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ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 22 2010 11:06 GMT
#21
Seems kind of crowded now, too many different types of weapons. While the whole concept is done amazingly well, and it looks really good from a distance it just seems like you had too many ideas that you didn't want to prune, and it makes the surface of the ship look cluttered.

That said, you are really good at 3D modeling for someone with no formal training. Did you say you were using 3DS max at some point awhile ago?
U Gotta Skate.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
July 22 2010 11:45 GMT
#22
looks like a protoss battlecruiser
3FFA
Profile Blog Joined February 2010
United States3931 Posts
July 22 2010 14:28 GMT
#23
IskatuMask, The Masked Master of Modding, we thank you from the bottom of our hearts. Now lets just see how much damage it can do to you. Jk, jk. But still.....
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
July 22 2010 14:45 GMT
#24
The name IskatuMesk pretty much guarantees awesomeness!

The model looks amazing, can't wait to see it with textures...
Lysis
Profile Joined October 2009
United States147 Posts
July 22 2010 15:44 GMT
#25
That looks ridiculously high-poly, but amazing nonetheless. What's the poly count on it?
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 22 2010 16:08 GMT
#26
what program did you use to make that? I wanna make my own battlecruiser! It's gonna have a giant pickle as a laser cannon!
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
July 22 2010 16:15 GMT
#27
For the texturing you should have some tribal-warfare red and white stripes going around it + Show Spoiler [Princess Mononoke-style] +
[image loading]
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
July 22 2010 16:31 GMT
#28
Wow! That's amazing!
Well done!!!
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2010-07-22 16:59:45
July 22 2010 16:49 GMT
#29
On July 22 2010 17:06 sob3k wrote:
What is this for?


It's a conceptual unit for Armageddon Onslaught 2, but it'll most likely be used in a CGI project and not an in-game project. I won't rule out putting it into sc2 in the future but it won't be for a long time.

wow incredible ! How long did that take you ?


Let'see, this is definitely one of my longest projects. The base model took around 10-12 hours nonstop overnight around two years ago. Then I started detailing it semi-recently; redoing weapons and such. Total, that's another 10 or so hours. That's a pretty long time to be working on a model for me. I usually lose interest around 5-6 hours in unless it's something insanely complex like Zelconian ships or the Glecterror.

Wow, this looks so nice! This idea was yours too?! How did you learn all this? Very nice, 5 stars


Yes, the Gahennas Battlecruiser is one of several demon ships I've done for high-end Armageddon tiers that never got added to the Brood War conversion. There's also the Ark of Nightmares and Dreadnaught, as well as the conceptual Eradicator.

Well detailed, any chance of having an armament listing?


Main weapon is a Hellfire-based Meteor Hammer Cannon. This fires a stellar-ranged crystalline chunk of demonic goodness that accelerates faster the longer it travels until it partially enters subspace. This will destroy large, shielded planets, battlestations, anything over 100km is fair game. The longer the travel time the greater the energy of impact.

Secondary weapons including the revolving Chains of Cerberus quad beam cannons. These were used to disable large construct created by the Gods during The Great Destroyer's awakening. Largely ineffective against small targets since the ship is not very maneuverable and the target needs to be big.

Soulsplitter torpedo launchers; those large constructions on the spine and sides of the ship hold 12x Soulsplitter launchers and 1x Soulcrusher launchers. These fire energized projectiles guided by psionic imprints. They will hunt their target for an extremely long distance, even through subspace should it attempt to escape. Soulsplitters split shortly before impact, separating into twelve different projectiles. Launchers fire in volleys. Soulcrushers just explode upon impact, releasing a massive amount of energy.

Talons of Cerberus 6x beam cannons are moderately accurate long-ranged sweeping weapons used to disperse enemy forces and make them easy targets to be picked off. They fire crimson Hellfire in continual streams (think old Colossus) that sears enemies with extreme levels of heat and pressure.

There is also Hellcrack lightning cannons. Independent moving turrets that zap dudes. Very nasty weapons these are.

Lava Knuckle turrets fire Thermal lances that cut through enemy hulls with superheated plasma. They also release a large amount of radiation.

There will also be another, smaller point defense that is basically a gatling beam cannon for short-ranged engagements against small combatants.

The Battlecruiser is a slow ship, and tremendously large at around 80km. Its bridge section is more of an enormously decorated throne room for the demons who command it. The interior is largely comprised of energy and is controlled by spirits. It is runed in words of the Old Tongue, which contain the dormant powers of the Gods. When evoked, the ship will glow a brilliant golden and the effectiveness of its shields, reactive armor, and weapons is increased by ten fold. Additionally, unlocking the power of the runes also enables the usage of several new weapons. The Gahennas Battlecruiser uses its powerful jump drive to reposition itself for optimal weapon coverage instead of moving around.

Pretty cool, I'd really recommend learning how to texture though. Though this in its current form probably isn't suited for textureing with all the tiny tiny details it has, that in a textured model should only be details on the texture.

How many tris does it have total?

Oh and also, what is it for :D


Texturing is not something I'll worry about for a very long time due to the difficulty involved in learning complicated subjects from my mental illnesses. In theory, you could bake all of the greeble into normal maps and call it a day.

Unoptimized, it's only at around 74k quads, so say 150k tris (most of that can be turned into normal maps). That's still perfectly usable in a game, which is ultimately what the model is intended to be used for. Otherwise it will be used for in true CGI. No time soon, though.

This looks really cool. What program do you use to make stuff like this?


I modelled in Maya around 2 years ago and these days use 3ds max exclusively.

Seems kind of crowded now, too many different types of weapons. While the whole concept is done amazingly well, and it looks really good from a distance it just seems like you had too many ideas that you didn't want to prune, and it makes the surface of the ship look cluttered.


Well, I still haven't figured out how I'm going to be detailing the main hull. That's kind of a ridiculously advanced subject but I need to do it if I'm going to make mounts for all of the small guns. Otherwise, I agree, the small turrets in particular need to look more at place or be cut.


I'm glad you guys like it! :D


Following are all the old Gahennas models from ~2 years ago.
The Eradicator I modeled a long time ago. Was my first 3ds max model. Everything previous to this was done in Maya.

[image loading]

Gahennas Astral Carrier
[image loading]
Gahennas Ark of Nightmares flagship
[image loading]

Most of my modeling is self-taught over the course of a decade. When you consider that much time, I'm actually far behind the arms race for knowledge. It takes me an extremely long time to learn things.
CosmicAC
Profile Blog Joined January 2009
United States238 Posts
July 22 2010 17:18 GMT
#30
Holy shit, what are you gonna do with all these sick models? It would be insanely awesome if you could actually control these things in a ums map or something.
To follow the path: look to the master, follow the master, walk with the master, see through the master, become the master.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
July 22 2010 18:29 GMT
#31
Dunno yet. I'm not as much worried about the model in sc2 as I am worried about rigging the weapons in the data editor. Christ the editor is a mess.
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