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Show off your Sins model (pick a page)

By on January 23, 2010 4:41:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus5

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Think of this thread as something similar to conceptships.blogspot.com for the Sins community. Basically, a way for the community to share what they have created whether it makes it into a mod or not.

At a minimum post a screen shot of your model in blender, xsi, 3d object converter, etc or in game. If you have a name for your ship or story behind it, even better.

We are looking forward to seeing what you have created!     

Interested in importing your models into Sins?

Visit http://soase.weebly.com/modeling.html (thanks myfist0)
The soase.weebly is a compilation of many of the hard to find topics created by many experienced soase modders and extensively added to by myfist0. Check it out, you won't be disappointed.


From the beginning of this thread IskatuMesk has wow'd us with his models and ultimately released a video of his creations in Sins of a Solar Empire. This particular model was my favorite in the beginning and still stands out.

SivCorp looking to stretch new ideas from existing models managed to create several menancing models including the fantastic Vasari version seen here: (Vasari Flagship Sonar Kal'd used in the Distant Stars Mod)

 

It's my thread so a few of my stuff...

     Mass Effect Textures 

 

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October 1, 2011 9:26:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks 

Now I have a new issue.

EDIT: Issue below  Resolved. Had to bump up the texture sheets size to 1024x1024. Wasted space but I am sure I can use it up

 

I do not want a pile of separate materials for each model so I created 1 large sheet with all the little bits for Hiigaran and did the light and team colour channels already. I never tested on the finer small bit until now and I can definetly see some quality loss.

The cluster on the left still uses the original BMP material and the right cluster uses the combined -cl sheet  converted to DDS. 

 

 

Already have 6-7 models calling for this texture set with no issues till now. Damn modules.

 

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October 1, 2011 12:08:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting myfist0,
Thanks 
...
Already have 6-7 models calling for this texture set with no issues till now...

Does it mean that you was able to read the .lwo ?

Anyway, if you need some model, don't be afraid to ask me... have around 10TB of 3D data and texture ( use them for my own painting job, i am a copy and paste texturer )... cannot give you everything due to copyright... by example, model from DAZ 3D, from Renderosity, from the guy who have make the last battlestar galactica ( 2 DVD of nurnies ) are with distribution limitation... some models are hundred k if not million poly but can be useful for the shape... being a old guy have a advantage, it is more that 20 years that i collect 3d models

 

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October 1, 2011 12:47:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I already have a model collection for Homeworld. Their forum stated the models can be used as long as I post the Relic web link but I do not have as many as you do so I thought I would import what needed from your collection. I am halfway through the Hiigaran models but its a load of work to get Sins compatible. I also have the Relic Developer kit but I only have HW2.

If you have seen the m0d I am starting I need every Sci-Fi model I can get my hands on. Sins ready or not. As long as I have permission to use them.

Quoting Thoumsin,
being a old guy have a advantage, it is more that 20 years that i collect 3d models

Ya I started late. Modding for 1 year now and modelling for even less. I do love my Sci-Fi.

http://sins-of-the-creator.weebly.com/races.html

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October 1, 2011 3:18:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That is quite the project myfist0!

 

-dolynick

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October 1, 2011 5:11:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting myfist0,
If you have seen the m0d I am starting I need every Sci-Fi model I can get my hands on. Sins ready or not. As long as I have permission to use them.

http://sins-of-the-creator.weebly.com/races.html

Quoting dolynick,
That is quite the project myfist0!

Well, we can maybe help him... if i good remember, i have send you some stargate model long time ago... you have work hard for make them compatible with sins... will be crazy that myfist0 need to remake similar work...

As for the Babylon 5 universe, maybe contact Tobi ( mod leader )... i can give you the model show at http://babylon5ins.blogspot.com/search/label/File%27o%27soft%27s%20B5%20Shipyard since they are mine but only the starfury will be with texture... other texture are not mine... have a few other model for B5 not yet fully finish... Have made models for the Halo mod too ( example at http://www.moddb.com/mods/halo-sins-of-the-prophets/images/phoenix-military-refit-ingame1#imagebox )... Have made a few model for the now dead Andromeda mod ( only highguard )... well, since 2008, i have made maybe 100+ model for sins... some never released because the mod have die, some are WIP and some are already included in released mod...

If your Galactic empire is from Star war, ask Scratch...

Can be a good idea to contact  Koobalt too... he is a modeler that i have guide a few year ago and since he have make models for a lot of various mod... B5 narm, battlestar galactica, etc...

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October 2, 2011 12:33:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thoumsin,

Yes, you did send me some ships quite a while back and I do have a few of them done up for Sins.  I believe myfist must be using models from the SGI project though thus far, as I have not heard from him regarding using anything from SGRaces yet.  I'm certainly willing to share what I can, although many of the models I use in SGRaces were not of my own making so there may be some extra permission needed in some cases.  You've already covered your models so the Asgard Beliskner and O'Neill are good to go.

As luck would have it, I am somewhat actively modelling right now and for the past few weeks.  I recently reached an agreement with EOmega of SGI to use some of their models and I have been working on UV mapping and texturing some of their work.

I've recently completed an Asgard Daniel Jackson model that I'd been sitting on for a while.  It's up and running in Sins now but unfortunately has a few vertex errors that I haven't gotten around to fixing.  Works in game but tosses some annoying errors in Dev Mode when spawned.  I've also been working on a few new ships of my own.  I have had David_SD's high poly Ancient Aurora and Battlecruiser models and permission to addapt them to Sins for some time.  Lately I've been using some of his geometry to create some new models for the Ancient fleet.  I have one finished and in game and another that is getting fairly close to having the geometry done.

I have also begun working on a version of the Asgard Valhalla Station by StangCody on SciFi Meshes.

Here's his original:

Mine isn't going to be quite to the same scale as his... since his original model is something like 13km long.  You can't see it but there is a shot of it with a Beliskner entering one of the blue bays at the side.

Here's mine, as it stands:

The large arching section is about 7500m long so it's about half the size.  That's Thoumsin's Beliskner model that I imported just for this shot for a sense of scale (it's about the sins of a normal Sins capship, with a bounding radius of 420m or so).  I believe a Kol would be able to fit through the large upper ring in the central fins.  I'm getting to the point where I have most of the primary geometry about covered.  The only thing I'm missing is the lower arch that fits under the large one you see.  After that it's mostly detailing left for all the fiddly little bits I opt to include.  It doesn't look like I'm that close but since the model is symetrical, I only need to finish detailing what you see and some simple duplications of the parts will complete the model.  What you see there is sitting at about 13k triangles... so I'm expecting it to weigh in around the limit of what Sins can handle by the time it's done.  Because it's going to be so large, I am trying to keep things fairly high poly to keep it from being too obviously blocky in game and preserve some of the nicer details as best I can.

-dolynick

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October 2, 2011 12:47:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just quickly did some duplication as I discussed in the last post and took another screenshot.  Just to give you a better idea of the finished model:

I haven't decided if I will keep the detailing you can see I've done on the main arch yet or try it again a different way.  What I have didn't seem to increase the poly count too much so I might use it as is.  Once again, that's the same Beliskner model by Thoumsin, just in a more central location this time.  The Beliskner adds about 15k triangles, so the model as it stands is around 24k triangles.  Only about halfway to the limit so I have room to play yet.

 

-dolynick

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October 2, 2011 12:59:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ok

wow that is awesome and big

would this be a starbase or a trade center?

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October 2, 2011 1:05:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting noing,
would this be a starbase or a trade center?

Well, in Sins it will be both if it was the TEC sooo, in this particular case, it could be both depending on the lore the mod is based upon...

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October 2, 2011 1:13:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

13 km is pretty big. The largest shipyard in the US, iirc, is 6 km in length. That makes this beast a titan of titans, especially since there's added material to construct depth. I designed a 6 km model once that my brother made a log time ago. Talk about lag.

Meanwhile, I'm quivering with delight at the idea of a HW2 mod. I have to admit though, it'll be bitter sweet as I would love to get the dynamic dogfights and full 3D control of the original game. Alas, I will have to settle for salivating over the next best thing.

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October 2, 2011 1:33:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting dolynick,
I believe myfist must be using models from the SGI project though thus far, as I have not heard from him regarding using anything from SGRaces yet.  I'm certainly willing to share what I can, although many of the models I use in SGRaces were not of my own making so there may be some extra permission needed in some cases.  You've already covered your models so the Asgard Beliskner and O'Neill are good to go.

I do not as of yet have anyones models in my m0d. I just started it and the goal now is to break down the existing races so I have templates for the rest and nothing from TEC, Advent or Vasari load into the game unless the add-on is enabled. 80% done all that. This will easily port to Rebellion. I also wanted to test if the game can handle what I need it to do b4 asking for assets that might never be used but if people offer them up I will definitely take all I can get and give proper credits. I have a blank model set made up of different sized cubes using black.dds for testing. Man does the game run fast on 8x if no models and textures are loaded.

I have music and sounds I have been collecting for years and icons and buttons and all matter of other assets for all kinds of races. Now I have a place for them and a naming convention and what kind of file they need to be converted to. It is a big job but I do not watch TV and my book budget went down the drain buying some modding software.

 

Hiigaran-Captial_Carrier

 

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October 2, 2011 2:04:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting noing,
ok

wow that is awesome and big

would this be a starbase or a trade center?

It would be the Asgard starbase.  Stat wise in SGRaces, the Asgard have the most expensive (and powerful) starbase in the game and it's far from just a military asset.  Two trade upgrades for it, culture/allegiance increases and city population income by default with multiple upgrades.

-dolynick

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October 2, 2011 3:04:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting dolynick,

It would be the Asgard starbase.  Stat wise in SGRaces, the Asgard have the most expensive (and powerful) starbase in the game and it's far from just a military asset.  Two trade upgrades for it, culture/allegiance increases and city population income by default with multiple upgrades.

-dolynick

i love the asgard

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October 2, 2011 5:49:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Haven't posted in here for a while - here are some wire shots of a third superweapon for the Xin race - the Praetorian Drone. Unlike the first two superweapon options, which are both Titan ships focusing on amassing firepower and durability in  a single vessel, this is just a small attack drone. But in the right hands and with enough time, it can almost double the total firepower of a player's arsenal.

It's an upgrade to the Attack Drone in every respect, with thicker armor, stronger shields and sporting two plasma cannons instead of one.

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October 2, 2011 7:51:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting dolynick,
...so the model as it stands is around 24k triangles.  Only about halfway to the limit so I have room to play yet....

The 50k triangle is not a iron engine limit but a  convertxsi limit...

And there is a work around... by example, if you wish to have the 15k Beliskner being part of the model, simply use a secondary .mesh called via a hardpoint on the primary .mesh and particle using the ship.fx...

My last model, a starbase is 50k poly, using 4 mesh... primary mesh have two UV map, 2 mesh share a identical UV map and the last mesh have a single own UV map... i use for 4 texture set... 2 for the main mesh, 1 for the two mesh with common UV, last one is a texture set already in the original game that i reuse...

Some people will have concern about performance... well, at the memory level the model with texture use 66% less memory that a PSI starbase due to heavy optimization... on the performance side, it is mainly related to the GPU who is underused now ( will maybe change with rebellion and shader 3.0 )... look at http://www.love-from-russia.be/g4_swarm-6.25_million_poly.avi , it is a swarm of my last model... a total over 6.25 million poly render in real time by the iron engine in a single gravity wheel without slowndows, and this on a low end graphic card ( nv 9600 gs 256 mb )... will not surprise me that the iron engine can render 10 million poly onscreen without problem...

In soase CPU is the main problem... and memory use.. well, only with windows OS for the memory problem... yesterday, i have play on linux with soase and the 7DS mod... only way to not crash with all setting on very high and not crash when reach the so called 2gb limit... look at the picture at http://www.love-from-russia.be/418.jpg ... game is using a little over 3.5 gb... without changing the LAA flag in the sins exe... without LAA, the game crash at 4gb... with LAA, it crash a little over 11gb ( don't know why )...

Point is : don't worry about poly count... worry only about texture size ( UV optimization is your friend here )...

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October 2, 2011 8:06:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Have to disagree there. It's simply good practice to keep polygon counts in check, or better said, appropriate for the job. If you're building a set piece for a closeup CGI movie sequence, then its perfectly justifiable to go the extra mile with the polygons, as you need as much minute detail as you can get.

But with game models... sure, you can spend 2000 polygons on a turret, but why? It's not like players can actually zoom in close enough to admire how smooth the 40-sided cylinder barrel is compared to a standard 12-sided cylinder one.

Point is, don't waste time on something only you will end up knowing is there. Also, lower polygons mean that your model is easier to later modify, fix, UV map etc. So keep it as low as you can without sacrificing visual appeal too much, that would be my advice.

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October 2, 2011 8:07:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

thats 1 cool lookin' ship in that AVI. I was thinking of a saucer shaped ship with a created sun sphere power source in the centre 

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October 2, 2011 2:07:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thoumsin,

I wasn't fretting about the poly count.  I'm not looking to have a Beliskner as part of the model either.  I only imported it for the screenshot to give an idea of scale.  I mentioned the poly count because you can see the number listed in the shot and I was just pointing out that a large portion of it was from the ship which was temporarily part of the scene.

 

-dolynick

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October 2, 2011 11:45:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ManSh00ter,
But with game models... sure, you can spend 2000 polygons on a turret, but why? It's not like players can actually zoom in close enough to admire how smooth the 40-sided cylinder barrel is compared to a standard 12-sided cylinder one.

Well, my turret are around 140 poly... last optimization have reduce the poly count by 20 without changing the shape ( have lead to sparing more that 3k tri on the whole model )... believe me, i am a maniac when it is related to any type of optimization... by the way, my barrel is 4 side ...

Again, it is about modeling technic... i use less poly on little thing and more on the bigger pieces... when i have remake the 40k poly sharlin for the B5 mod, the initial model ( let call it a 3d sketch ) was less that 1k triangle... after 3 pass, model ended at 15k, poly count requested by the mod leader...

- pass 1 and 2 : http://3.bp.blogspot.com/_EpX6GUNLABE/SrbZuvscp0I/AAAAAAAAAME/pnOM-Of7G8g/s1600-h/sharlin.jpg

- pass 3 : http://3.bp.blogspot.com/_EpX6GUNLABE/StIFoLfC56I/AAAAAAAAAUM/e1xc5OGJuJI/s1600-h/sharlin_progress_01.jpg

Work this way because some other game allow a LOD system at the poly level... ship is far, low poly model used, model is near high poly one...

More, in some model, i include a skeleton ( by example for a robot arm or the rotation of turret / elevation of barrel )... and if i have time, i create a pass 4, a very high poly version... put the pass 4 and the pass 3 in the Melody Nvidia tool ( http://www.nvidia.com/object/melody_home.html ) for create high quality normal map for the  pass 3 model...

Point is that i am a lazy guy and don't wish to rework a model for the next generation of game engine... maybe it is why i am slow at modeling/texturing...

Quoting ManSh00ter,
Point is, don't waste time on something only you will end up knowing is there. Also, lower polygons mean that your model is easier to later modify, fix, UV map etc.

Well, it have happen with the textures from my last model... by example, turret and missile silo are so small that they look mainly like black cube in game... unless you play with the devs.exe and unlock the zoom limit... i have use a lot of time for paint detail that nobody will see... but it is not a wasted time, because it will pay back for a futur sins2 ( or other game ) where i will have less or no work for adapt it to the new level of quality...

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October 3, 2011 9:17:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lighting for renders is not that damn easy 

Put a light in the hangar bay and it shines right through the model to effect other parts of the ship. Had to dissconnect parts of the model and associate the light to that new model only.

Pain in the ass but it's starting to look better.

http://img843.imageshack.us/img843/1500/hiigarancapitalcarrierr.png

 

Hangars are lit
Engines are lit with part of the hull getting the glow effect
orange running lights around the ship
spot on the Hiigaran badge 

Still have to figure out how to get the widow lights a lot brighter. Pointing a light at the direction of the widows is a crap work around.

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October 3, 2011 9:59:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow--Dolynick--the Valhalla Station images look just like the concept for the "Wall Ship" I posted yesterday.  Say something when they are ready!

I'm envying MyFist0's grasp of modelling.  Someone assassinate him now!

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October 3, 2011 11:05:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Haha. Found it. Damn this is one complicated program.

Here is the render with no ambient light in the scene at all. Just the lights attached to the ship.

or

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October 3, 2011 9:40:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

First one looks nicer imo myfist. The white lights blend in with the the rest of the hull and lights better.

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October 3, 2011 10:10:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium, cut off just one of the arched lengths and embed hangar bays and guns. Booyah!

Myfist, I'm rooting for you, man!

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October 4, 2011 2:52:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok well here is my 2nd BattleShip type i have made so far i had a lil accident with my last one while trying to reduce the polycount and erase to much lol well anyways here it is Its alot more clean compared to my other models in the past still learning how to texture adding weapons etc basically trying to get it in Sins Well here it is

Took me all together just one hour to model all his up Sigh I was lucky no work and no HW

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