The Battlestar Galactica for GC2 WIP

So since i couldn't seem to find anyone with a Battlestar Galactica Model for GC2, i decided to make my own from scratch, for use in GC2. As of now it's about 50% modeled and 0% textured @ 11,290 polys., a little high for a game i know, but oh well.

Here's a WIP shot, Modeled in NewTek™ Lightwave3D® 9. Image © 2006 by LogicSequence and LogicTEK Inc.:
40,547 views 29 replies
Reply #1 Top
Looks great, may i suggest 2 versions one High Detailed and one Optimized.

Can't wait to play with it.
Reply #2 Top
Looking good so far.
I can't wait to see it textured.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.
Reply #3 Top

nice, make fighters . . . . man that is a nice battleship        
Reply #4 Top
OUTSTANDING! See, I have ZERO modeling talent so I can't really do much more than play with what others design. Friday nights, however, I don't play anything. I watch BSG.

There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game.
Reply #5 Top
I have Lightwave, and I have designed several ships.

Unfortunately, I have version 5.0, and I don't have access to the minor update I need (to 5.0c) to let it function correctly on my computer. Nor can I afford the upgrade to a higher version.

Stuck in limbo, I am.

Reply #6 Top
squeal.
Reply #7 Top
That is quite a ship, cant wait to see it done
Reply #8 Top
There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game.


I worked on a babylon 5 mod for nexus a while back, and i'm very familiar with modding the game. Unfortunately there's no way to "unconvert" a nexus .msh file back into the origional lightwave file. So you'd have to contact the original mesh artist for the .lwo file, and now that i've started making one myself, i'd just assume finish this one.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.



High poly... errr... well i was only planning on doing one version for the game, at about 20,000 polys... so there's a high poly for you, considering it's for a game. I DON'T have any plans on making a very high poly version just for kicks tho... There are pleanty on the web if you need one for renders. Lowering the poly count on a model like galactica is difficult, with all of the ridges along the hull. I'll do what i can tho, we'll see.

As for hardpoints, np, will do. But i also planned on making some authentic guns for her in the game, so there will be appropriate hard points for those along the hull too.

Unfortunately, I have version 5.0, and I don't have access to the minor update I need (to 5.0c) to let it function correctly on my computer. Nor can I afford the upgrade to a higher version.


You can find some of the now unavailable obsolete lightwave updates on P2P services. You can always check for your 5.0c update.
Reply #9 Top
Looking good so far.
I can't wait to see it textured.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.


actually i had the crazy idea of making a weapon animation of vipers launching from the ship and firing on tagets then landing, all as one single gun weapon.
Reply #10 Top
High poly... errr... well i was only planning on doing one version for the game, at about 20,000 polys... so there's a high poly for you, considering it's for a game. I DON'T have any plans on making a very high poly version just for kicks tho... There are pleanty on the web if you need one for renders. Lowering the poly count on a model like galactica is difficult, with all of the ridges along the hull. I'll do what i can tho, we'll see.

As for hardpoints, np, will do. But i also planned on making some authentic guns for her in the game, so there will be appropriate hard points for those along the hull too.


Actually, what you describe sounds fine for the poly count, so don't worry about making different versions. You are going to enough trouble as it is.

And I usually stay away from P2P stuff. Never sure how it will affect my system.

Thanks for the hardpoints, too.
Reply #11 Top
Updated WIP photo in first post.

Poly count is ... Higher than in the first post   
Reply #12 Top
Updated WIP photo again, lookie, more updatedness.

Poly count 22,400.
Reply #13 Top
Poly count 22,400.
And rising?  

It looks great. I'll take the performance hit just to keep all those lovely curves, though.
Reply #14 Top
i don't expect the poly count to go over 30,000. In fact more realistically it will be around 25,000-26,000. But you are right, the bottom line is if you want the ribs on the ship to be actual, and not texture, then you have to take a polygon hit.

I may, MAY, go back and remove the ribs and use a textured version of them for a lower quality version. MAY.

Also, here's a good question, would you guys rather have the flight pod hangars open (not the pods themselves, they will be in the open position)? If i seal them at each end i can save a lot of polygons on the ribs there because you won't actually see inside the flight pods.
Reply #15 Top
You could probably do a bevel or smooth-shift to give it some depth without adding too may poly's. couldn't you.

If not, just do an appearance of depth with a texture?
Reply #16 Top
Hi, Hay I found a tool on the web that converts that model from lightwave to 3d max so it can be imported into the game. Trouble is its only a demo and it removes part of the mesh so it looks alittle chopped up but its not to bad on this model since its so complex. What do you think?

Reply #17 Top
See your other thread for my words of wisdom on your mesh.

Now, my model doesn't need to be converted. I'm going to place it in the game just fine. Models for the game don't have to be made in MAX. They just have to be converted to .x format when their done.

Don't you dare mistake what you are doing, stealing a mesh and using it, for what i am doing, creating my own mesh for use in the game.
Reply #18 Top
You could probably do a bevel or smooth-shift to give it some depth without adding too may poly's. couldn't you.

If not, just do an appearance of depth with a texture?


no, doing a bevel or smooth shift will add even more polygons. I'm making an optimized mesh, as low poly as i can make it given the detail. In order to make the ribbing with using the bevel or smooth shift, i'd have to add a lot more polygons in the first place, and then adjust them, meaning even more polygons. Trust me guys, i do this for a living.

As for texturing, well yea i mean that's what i was talking about. I can either make the ribs actual, or textured only. It depends on how much eye-candy goodness you want to see.
Reply #19 Top
eye-candy goodness is good.
Reply #20 Top
eye-candy goodness is good.


lol, hence why i wanted to keep the ridges in... but if it comes down to it i guess i can cut them, but i really don't want to .
Reply #21 Top
I don't want you to, either.
Your model looks much better than the one shown by AggieJohn.
(probably because of the chop-job the conversion did to it (not meaning to take away from your considerable talent). I saw what you wrote about it in the other thread. Was that the original model for the show?)
Reply #22 Top
No it wasn't, that model was made by ZOIC studios. The model he used was made by a modeler called Wil Jaspers, and as such, he owns all the rights to that model.
Reply #23 Top
Yet another WIP pic update.
Reply #24 Top
Kenweb of kenweb's omege ship yards fame has knocked up a preeeeeety nice BSG mod.

Maybe you can mesh togethor?
Reply #25 Top
That is coming along nicely.

Any projections for a release date?