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Show off your Sins model (pick a page)

Show off your Sins model (pick a page)

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 

 

3,593,885 views 1,643 replies
Reply #1251 Top

Quoting dolynick, reply 1250
Hey... I've been doing quality over quantity for years now! Lol.
End of dolynick's quote

I will admit that I am not familiar with every mod out there. Yours is the SG1 mod? Is that fully functional for the current version or are you still working on it?

Reply #1252 Top

Quoting myfist0, reply 1251
I will admit that I am not familiar with every mod out there. Yours is the SG1 mod? Is that fully functional for the current version or are you still working on it?
End of myfist0's quote

I was just kidding around really.  My mod is SGRaces actually, although I have collaborated a bit with the head of the SGI team over the years as well.  It's "fully functional" in that it works, is playable and has had release versions for a few years now.  Is it "done"?  No... but I wouldn't be here still if it was and I don't expect it will ever be completely "done".

 

-dolynick

Reply #1253 Top

Good enough. I'll have to dabble in it sometime. Dunno if you keep up with the Modders vs Pro Players thread, but I don't get to play that often. Might be a bit before I really get to play it much. 

Reply #1254 Top

Textured and in game, new group shot for scale:

Sadly, I'm getting some vertex errors from somewhere.  Which is odd because I never run into those with something I've done mostly myself.  Not sure where/how I screwed up.  At any rate, this model is holding up the v1.34 release version of the mod so, since it seems to work just fine in game, I will fix it later rather than delay further.

 

-dolynick

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Reply #1255 Top

Nice ones dolynick.  Why is there no cargo pod in there?

B)

Reply #1256 Top

Quoting Sinperium, reply 1255
Nice ones dolynick.  Why is there no cargo pod in there?

End of Sinperium's quote

Hahaha.  I thought you had someone making that for you already.

 

-dolynick

Reply #1257 Top

I did--it's just fun to say it over...and over...and over...

Reply #1258 Top

Well for all you know, there might actually be one in there... that new model did come out at 2500m long...  It's not like you'd be able to see it in that shot anyways. :p

-dolynick

Reply #1259 Top

Ok.  I had wanted from day one to add a Farscape-like Leviathan but realized there really wasn't much purpose for one in Sins so I had to rethink how to bring in an organic ship.

Being a big Cthulhu fan, I thought I'd go for a sinister tentacled ship but Ishkatumesk had already made somethings along this line (not to mention B-5's Vorlon ships).  I did create one--the Hiver--and it was ok but not quite what I wanted.

I always liked arthropod-crab-spider type insect designs like the Lexx  but the Vasari ships already have quite an insectoid influence in them and I didn't want to look copy-ish ...and, of course, there are the Shadow vessels in B-5 already.

So that left few spooky-looking natural concepts that wouldn't be laughable, ridiculous or implausible and decided on a leviathan-s-zed inter-dimensional virus.

These ships I showed here and there as the Virii (the name I still like) and the simple structure of the virus let me leave a machine look in with the organic.  Still, I just didn't like the sum of the parts.

I finally decided to turn back to as much "organic" as I could and have come up with the design I really like.  Changing the name to the Yggdrasil--even though a lot of Norse names are al through SciFi.  It wasn't my intent but darn if it didn't come out tree-like--complete with a built in Jormungander (Midguard Serpent).

I am of course destroyed by Manshooter's organic designs and exquisite textures (which also eliminated some of my considered organic ship options--grrr). He has owned the genre I think but here is my own design created for a single ship faction.  Other ship classes will be the equivalent of accompanying fry (fish babies) and will use a single strike craft sized model.

A phasic drill that is able to phase between dimensional spaces injects and removes "matter" and "energy" from either universe , Feeding with it and using it as propulsion and even a power supply for a fierce main weapon--the dimensional bloom.  Like some lizards, the bloom phases from other-space into normal space and generates an intense gravitic pull.

Though rendering the Ygddrasil immobile when used, it serves as a huge forward shield and disintegrates and draws energy and matter from vessels it destroys as they contact the bloom.  The dimensional bloom is intended to be a spinning particle effect and is actually a real-life hypnodisc--which gives an optic illusion of spiraling in towards the center when observed from head-on.

The phasic drill with it's entwined gravitic coil (the "serpent") also rotates giving an illusion of forward movement.  So there are two potential optical optical illusions in this single model. The Yggdrasil's gravitic coil converts interdimensional energy to proulsions, shields, etc. as well as helping to "digest" food --destroyed ships, worlds and resopurce asteroids.

Six weapon points are intended with a possibility of a particle effect generated main weapon generated by the sensor eye and antennae spikes at the forward part of the vessel.

The Yggdrasil is equivalent to  Vasari-Advent hybrid technology and has many similar abilities found in each of these races.  It messes both with the mind and with matter.  Sort of a true supernatural entity in the real world.  in-game, it's intended to be roughly the size of a starbase.

I don't plan on creating model-centered mods--I don't have the time or expertise but this would be a fourth race to be added to any mod (it would be free to use by anyone who wants).

While I am looking into Thoumsin's files for creating particle effects with rotations as done in the B-5 mod, it's not likely I am going to be able to replicate it myself.  Most of the model tools don't work properly on my PC.  I am very good with graphics (given time) but have no real texturing experience--though (given time) I could learn it.  The tools I currently have so far don't create proper Sins, textures so that's another hurdle for me and after seeing Manshooter's textures I feel silly even trying as far as ships go.  Lastly, particle effects.  Darn if Manshooter didn't make the one I wanted already but Particle Forge is yet another non-functioning tool on my pc.

All that said, I like my model, can do the abilities and rest of the mod and here's the pic just to show it off and let it be seen--taken from Milkshape with which I am familiar.  FYI--if anyone ever wants a raw model (i.e., not converted to XSI or meshed (both tools broken on my pc--sorry) I would be happy to work on one now and then just for the fun of it (not an entire mod, please).

Yggdrasil Organic Ship

The model totals 17 groups, 5 materials, 7804 vertices and 8177 triangles...large for a Sins ship but considering it's the capital ship and only ship (aside from a low poly strike craft) it's actually pretty minimal.  A non-game crashing Sins fourth race candidate that could be added to many different mods.

Reply #1260 Top

ConvertXSI will optimize the model a bit. As always I can do a simple rigging of it if you want Sinperium; just send me the max, 3ds, or obj file. I really like the look of that thing.

Reply #1261 Top

Cool and thanks Lavo.  Much appreciated.  Getting it in the game is the best start--the bells and whistles can be added later.

I'll pack it up and put a Sins ship next to it so you can tell where the front is and what size. 

Now...next we locate and kidnap Manshooter and force him at gun point to texture for us--then we hop a flight to Belgium and kidnap Thoumsin for the rotating particle effects and then maybe a quick stop in California to round up the Stardock crew...unless you'd rather go to Toronto and kidnap Ironclad.  I'm open to suggestions on that.

Why a little international kidnapping,  hostage taking and armed stand-offs with the police and I'll have the best mod ever!

Sniff...I love the holiday season.

Reply #1262 Top

Sinperium, I have connections. Let me know on the low low.

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Reply #1263 Top

Quoting Sinperium, reply 1261
to Belgium and kidnap Thoumsin
End of Sinperium's quote

Didn't know Thoumsin was from Belgium. Cool. Meanwhile, I'll distract Interpol.

Reply #1264 Top

We can split up to take out Stardock and Ironclad seperately Sinperium. I'm in Canada and you're in the States, so it'll work out well. Then pick up Manshooter, after that Thoumsin, then with all of those in tow, we retreat to our secret base of operations.

Reply #1265 Top

Quoting Lavo_2, reply 1264
We can split up to take out Stardock and Ironclad seperately Sinperium. I'm in Canada and you're in the States, so it'll work out well. Then pick up Manshooter, after that Thoumsin, then with all of those in tow, we retreat to our secret base of operations.
End of Lavo_2's quote

It's the perfect plan--a multinational strike force.  Now they will know why they fear gamers in the night.  Oh yes...they will know.

Reply #1266 Top

Quoting Lavo_2, reply 1264
Then pick up Manshooter, after that Thoumsin,
End of Lavo_2's quote

I can do the intel on Mansh00ter and send it over while you knock out the devs so after you can scoop him up while the other heads over to Thoumsin's. While on the intel circuit, I'll create some noise coming out of Turkey to draw off Interpol activity.

edit: best intel points to Mans00ter being in Croatia.

Reply #1267 Top

Muahaha, I am actually Interpol! Now I know your plans, you will never make the perfect mod!

Reply #1268 Top

Quoting Draakjacht, reply 1266



edit: best intel points to Mans00ter being in Croatia.
End of Draakjacht's quote

Or maybe that's what I *want* you to think...

:p

Reply #1269 Top

Quoting ManSh00ter, reply 1268
Or maybe that's what I *want* you to think...
End of ManSh00ter's quote

So... am I right?

Reply #1270 Top

We have ways of making you talk.

(FYI--cleaning up a couple  of seams and points on my model and I'll get back to you Lavo and Fred shortly.)

I think Fred is now serving as a dis-information agent for Manshooter.  Increase the surveillance level on his house.

Reply #1271 Top

Quoting Draakjacht, reply 1269

Quoting ManSh00ter, reply 1268Or maybe that's what I *want* you to think...

So... am I right?
End of Draakjacht's quote

If I told you that I would have to let the Xin kill you. :p

Reply #1272 Top

Quoting ManSh00ter, reply 1271
If I told you that I would have to let the Xin kill you.
End of ManSh00ter's quote

Are those the ones that look like flying Cthulu?

Reply #1273 Top

Indeed they are. In fact, they have been compared to every evil monster/race in existence, which is something I take as a sign of a successful (evil) design.

Reply #1274 Top

Quoting ManSh00ter, reply 1273
Indeed they are. In fact, they have been compared to every evil monster/race in existence, which is something I take as a sign of a successful (evil) design.
End of ManSh00ter's quote

Indeed.

Reply #1275 Top

Quoting Draakjacht, reply 1274

Quoting ManSh00ter, reply 1273Indeed they are. In fact, they have been compared to every evil monster/race in existence, which is something I take as a sign of a successful (evil) design.

Indeed.
End of Draakjacht's quote

Double indeed.

"Why settle for the lesser of two evils?  Vote Cthulhu in 2012!"