After the Mothership, now the frigate…
All realtime with Unity, enjoy the video.
Still some poly are flashing, I’ll fix that later. I’ve been careful on the mapping on this one.
After the Mothership, now the frigate…
All realtime with Unity, enjoy the video.
Still some poly are flashing, I’ll fix that later. I’ve been careful on the mapping on this one.
Very nice. I like the video at this time 2:15, looks very cool.
I love the look of it, just curious what causes the poly flashing…
I much prefer the thruster effect you have here. I found it jarring in the last one but it is much improved now :>
Either two or more coplanar surfaces or two surfaces that are so close that, at a distance, the engine can’t figure out which one is supposed to be in front of the other.
I think it is more a Zbuffer lack of precision.
Does anyone at Unity could confirm that?
Because when I’m close the surfaces are not flashing. At some distance, it start to flash, like if the ZBuffer would not know what surface should be displayed first.
It flashes only when I move, if I stay static, it is fine.
How could I improve the ZBuffer precision?
wow Nikko, now left to create some jedi masters and you could make your own star wars
Adjust your near and far clipping planes. That should help.
get a few fighters to dog fight along side the battleship it then you have it nailed…
So cool!! How much polyface?
Very awesome! There is no way I could uv map that. I would die.
Polycount is around 2M polygons.
I’ll have to fix manually all the pieces that are flashing, it is time consuming with Unity.
The next step is doing an automatic battle system.
Put an Alien frigate and this one side by side, with squadrons of thousands of small fighters ships, and with IA let them kill each other and see who win
Like pirates ships in the old time but in space!
I’ll certainly work on a video where I explode totally this ship in pieces! Let’s get some action.
Or do something for the Unity ‘awards’.
Just curious, but how does one model a ship that big an successfully uv map it, I’m still having trouble with characters on 3000 faces.
do you use separate objects and bring them together in unity or 3ds max then export as a 3d model and texture each limb?
just curious…
and one more thing, i know there are some good modelers around here, im an aspiring modeler and 3d animator, i was wondering how i go about modeling trees so that i can texture the laves on and then cut out the black, Im not too sure if its a plane you use, perhaps send me a tutorial link, thnx
PS: Awesome space ship, i love the clog, i only suggest it has more glow to it and harsher shadows, remembering that space is all about light and shadow and a hard contrast inbetween each
Dude…
Seriously…
This is awesome.
Well done!
I just love that second image in your original post up top…
Yikes, that is amazing. Very nice work!
-Jeremy
That’s a nice model. Would you be able to post the texture maps, or even miniature versions of them?
This is so different, but cool. You’re using a real-time engine to produce film-quality videos.
Thanks guys!
@Renzokuken : the model is splitted in a lot of different pieces that are UV-mapped separately.
At start there is just a basic form, then the artist add a lot of little details to give it a shape. I may do a little video to show it ‘naked’ in the future.
About the model, I can’t share it or part of it, I mean legally.
But I’m working on www.space6000.com project.
The idea is to create a website dedicated about the history of the space exploration as if it was written in the year 6000.
I know it sounds crazy, but it is inspired by some books like the Terran Trade Authority series ( Stewart Cowley - Wikipedia ) with the amazing illustration by Angus McKie, Peter Elson, Jim Burn etc…
This website will be a sort of ‘live’ version of these books, open to any great artists and writers.
Dude, this is amazing. Maybe you should make a game base on traveling through out the universe and reaching the end of the universe to reveal another world or dimension. This concept has never been tried before and this can be revolutionary. For fun and difficulty, you should place black holes, comets and exploding stars through out the universe so that the player can lose. For the death scene, make the Astrunaut float from his spacecraft, yelling hysterically for help, watching him fade away into oblivion with no help whatsoever. Scary stuff, but revolutionary.