CBBP's Boats. USA battleship done |
CBBP's Boats. USA battleship done |
6 Jul 2009, 22:10
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#1
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
I made my first boat for Generals in years! I used to be a big time modder and worked on a few mods and a few units for people long ago. I have since delted and forgotten the names of th units but they where real nice I remember xP
I am currently looking to model ships for someone who wants them. Lemme know if ya need me. Zumwalt Monolith: Zumwalt II Class Battleship Inspiration: dgg-1000 zumwalt destroy. Weapons: 3 turrets with dual 155mm Braveheart Naval Cannons <- linkie.. (a real thing but basically a rail gun (eventually) fired, rocket assisted, GPS homing arti8llary shell cannon) Neo-Aegis Cruiser: Advanced Missile Cruiser. Inspiration: Real Aegis ships and low radar signature ships. Weapons: Rear Tomahawk Cruse Bays. Forward&Rear Anti-ship missile Turrets. (maybe it does some AA like a real Aegis as well?) Sea Dragon (or something sterotypically chinese): Chinese Missile Cruiser. Inspiration: Type 052B Luyang Weapons: 2 x 4 Cruise launchers. (blue boxes on the back) Forward cannon AA Missile launcher or maybe gatline turret upgrade. it would build like the turret on the overlord. I figure destroyers should be the biggest boats and be the big guns of the naval forces? IDK. does not matter to me. Maybe some kind of dronified sonar helix? Scud Fish: GLA jury rigged fishing boat scud launcher thingie. Inspiration: Northwestern crabbing boat (deadliest catch) Weapons: Dual Scuds This post has been edited by CardBoardBoxProcessor: 21 Jul 2009, 9:30 |
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6 Jul 2009, 22:19
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#2
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Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
Nice ship!
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6 Jul 2009, 22:54
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#3
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
I dislike it. I am adding more detail. what is generals average poly count? I am used to Supcom...
http://s427.photobucket.com/albums/pp358/C...17-24-23-95.flv V2 V1 This post has been edited by CardBoardBoxProcessor: 12 Jul 2009, 4:20 |
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6 Jul 2009, 23:47
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#4
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
Polycount is up to 800 for Vehicles/Aircraft, up to 2000 for buildings and I think arround 200 or 300 for infantry, mind you, the overlord only has 375 polies
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6 Jul 2009, 23:58
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#5
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
does it convert polys to meshes upon export?
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7 Jul 2009, 4:02
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#6
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Group: Legend Posts: 144 Joined: 4 June 2009 From: Hobart, Tasmania, Australia Member No.: 15 Projects: ROTR Dev Team |
The general shape is very good, but you need to massively scale down the anti-ship missile containers aft of the funnel and I would say redo the gun mount completely - at the moment it really looks nothing like the original I'm afraid. The hangar also looks too short - if you look on the reference image it has a step-in on which the rear mast is mounted that doesn't seem to be on the model. It looks like you could probably save some polys on the funnels themselves - there's no real need to make them as round as can be, particularly if you can use the polys saved to put in some more details (particularly the anti-submarine rocket launchers on the foredeck and CIWS guns either side of the main mast).
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7 Jul 2009, 5:53
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#7
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
-shrug- just because the real think inspires the boat does not mean it has to look exactly like it. If you wanna get technically there is a whole much of things that are off about it. mainly things I dislike about the original boat.
anyway. It is wrapped. This post has been edited by CardBoardBoxProcessor: 7 Jul 2009, 5:55 |
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7 Jul 2009, 6:20
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#8
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Group: Legend Posts: 144 Joined: 4 June 2009 From: Hobart, Tasmania, Australia Member No.: 15 Projects: ROTR Dev Team |
Of course, it's entirely up to you. Just wanted to make clear though that my 'at the moment it really looks nothing like the original' comment referred only to the gun mounting; the rest of it is highly recognisable and good stuff.
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7 Jul 2009, 6:27
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#9
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
why thank you. I dislike testical turrets. with mini pew pew cannons. So I gave it a real gun lol. I think it would be cool to put a battle master turret on it.
If anyone actually feels like taking it off my hands I would probably go around and use some of EAs stuff. give it a name so it does nto actually need to be compared to the type 52. thanks for the compliments. I added some little skin details just because it needs them. looks alright. This post has been edited by CardBoardBoxProcessor: 7 Jul 2009, 6:51 |
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7 Jul 2009, 6:55
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#10
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Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
Nice progress!
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7 Jul 2009, 22:41
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#11
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
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8 Jul 2009, 0:22
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#12
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Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
Great stuff so far mate! Keep it up!
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8 Jul 2009, 0:54
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#13
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
i need the max script to import genrals models where is that? ne1 know?
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8 Jul 2009, 1:31
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#14
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
download the BFME ModSDK, it includes the w3d exporter.
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8 Jul 2009, 4:58
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#15
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
I posted a rendered at the top.
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8 Jul 2009, 5:25
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#16
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Kitteh Group: Legend Posts: 590 Joined: 31 May 2009 From: Northern Ireland Member No.: 6 Projects: SWR Productions |
The texture on the hull looks strange and should appear as it is seen in the real life picture - not white, but "China green" - and smooth with the same small details that you would find on the hull of a real ship. The large panel on the bridge with the red star looks incongruous as well and would look much better without - sometimes less is more.
Aside from those minor critiques it looks great. -------------------- |
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8 Jul 2009, 5:33
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#17
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
yeah I was just pasting stuff on quickly lol. I will probably fiddle with it over the course of a few days and if i ever see it in game fiddle with it some more.
a lot of it needs smoothing. I really should learn to make from scratch textures. but I had texturing. also, which star? @_@ there are many. Edit: I fixed the hull quite easily. just took a fe of those rivit points and filled in between them. smoothing it out a bit (not 100%). made it look nice. Edit: quick fixes. I am done for now. This post has been edited by CardBoardBoxProcessor: 8 Jul 2009, 6:51 |
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8 Jul 2009, 5:52
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#18
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
for GLA's "big boat" I was thinking an old crabber converted to have a scud or Frog-7 type launcher welded to the back lol. any feedback?
The front needs to be redo but yeah. I think it will work in the end. This post has been edited by CardBoardBoxProcessor: 9 Jul 2009, 1:28 |
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9 Jul 2009, 2:32
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#19
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
It is coming along well I think
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9 Jul 2009, 4:53
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#20
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Group: Members Posts: 27 Joined: 13 June 2009 Member No.: 141 |
The missile(s) could have some sort of sheeting over it, partly Because covert The nose and exhaust should be visible however. The model itself should be wider, and perhaps the flaps as seen on the example could be used to absorb back blast, or whatever that thing is used for. Maybe missile could be part hydro foil and use ground effect because delayed stuffs.
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9 Jul 2009, 5:02
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#21
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
Yep. I fixed the boat body up a bit. I like the idea of the cover. I ave not yet began to work on the launcher. I thi9nk it would be cool if it had an unpack animation and a repack whcih show it hoisting another missile into place. But IDK if it would work right.
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9 Jul 2009, 6:36
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#22
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Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
AWESOME ships you have there! The Naval Scud Launcher is comming along prety great!
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9 Jul 2009, 7:03
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#23
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
I forgot how.. so if I point a piece of the thing at a texture and want the black to be invisible (like on a fence) how do I do it again?
Also, I added some stuff. Inspired my regular ships A frame cranes. This post has been edited by CardBoardBoxProcessor: 9 Jul 2009, 7:24 |
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10 Jul 2009, 11:08
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#24
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Group: Members Posts: 105 Joined: 4 July 2009 Member No.: 236 |
Changed the tower a bit (alot if you notice) and added some much needed detail.
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10 Jul 2009, 11:43
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#25
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Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
That is really starting to get somewhere. The tower body however is very large now, and comes out a bit bulky without too much details. Maybe the skin will fix that though.
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Lo-Fi Version | Time is now: 13 June 2024 - 6:44 |