ZombiesRus5 ZombiesRus5

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 

 

3,586,278 views 1,643 replies
Reply #1576 Top

Quoting ZombiesRus5, reply 1571
Here's the download link for it. I assumed it might be from a game.

Are you going to use it for something Zombie?

Reply #1577 Top

I think it's a vain attempt to use it as a weapon to stop me from getting three more karma.

FYI Zombie...that model is finished now--but I have moooore...

Reply #1578 Top

Quoting Sinperium, reply 1575
Let me know when you're extremely bored and I'll send you fifteen strikecraft a capital ship and three particle meshes.

Just curious, how far have you gotten with the strikecraft abilities? It would be cool to make specialized fighters but it just seems that making the abilities both meaningful and AI useable would just me too much.

Reply #1579 Top

I wanted a more WWII style approach with dedicated craft (my dad was a WWII B-25 gunship pilot) and having been an Air Force intelligence sergeant it irked me with the non-realistic uniformity in the game.

I'm still playing with ability flows--how they lag, what works and what doesn't etc. but essentially, the "abilitied" strikecraft are the equivalent of "land based" flying mostly only from starbases or hangar defenses.

I've made them more bomberlike in performance but with slower speed.  So if you run away from one, it will usually not be able to close on you.

What they are useful for is attacking a ship on the edge of the gravity well trying to jump out or orbiting ships in-place during a battle.

In the former case, they jam your jump and in the latter they can do things like cause weapons to be less accurate, etc.

I haven't had a chance to test out much fighter-wise in Rebellion but I had some epic performing ones for Diplomacy.  

The high speed interceptor would loop out almost to the edge of the gravity well and then race in at nearly double normal speed doing a single shot or maybe two for heavier than normal damage.

The heavy bombers crawl to their target but once the reach it can really hurt and are  armored like cruisers.  They actually fly just slow enough to execute loop-the-loop attacks or almost do Immelman's--pulling away at the last second.  I made the bombers fly faster than there weapons so you got a real bomb attack look--the ship pulling up and away and the bomb hitting as it climbed out.

Good eye candy.

Gunships are armed specifically to do damage to particular craft.

So area effects are limited but good.  I'll share more when I test them and fit them out more fully here in Rebellion.

Reply #1580 Top

Quoting Sinperium, reply 1580
I wanted a more WWII style approach with dedicated craft

I guess I can see that by altering the weapon types and firing arcs. I guess I was thinking about a more coldwar/modern style, your ECM fighter had me encouraged. The problem is most of those require friendly buffs, and it seems unless you want to buff other strikecraft there's no way to get the AI to cooperate, as most of the time the fighters will be around enemy craft, not allied ones.

Reply #1581 Top

Having gravity field wide effects and SC that have no guns makes it easier to manage some of this.  I'm still toying with non-jumping custom corvettes that can be deployed like turrets but move and function like SC.

Here's my tangented (thanks Lavo) "Pirate Warbot":

 

It's in shadow but now you can see the planet reflection off the hull and proper shadows

Reply #1582 Top

Quoting ZombiesRus5, reply 1569
Anyone know what this ship is from?

Reduced 52%Original 1086 x 462

 

Angel's Fall First, I recognized it immediately but the url is also *aaf*.

 

I think that was the name anyway, I'll check.

/e Yes, I am sure that is what it is now.

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Reply #1583 Top

Wow--nice spot there Iskie...kudos.  Man knows his stuff.  I had seen it somewhere but couldn't have told you what.

Reply #1584 Top

Homeworld 2 is what I remember Angels Fall First is from. I remember testing out that mod a lot way back when HW2 was all the rage.

Reply #1585 Top

Quoting IskatuMesk, reply 1583

Quoting ZombiesRus5, reply 1569Anyone know what this ship is from?

Reduced 52%Original 1086 x 462

 

Angel's Fall First, I recognized it immediately but the url is also *aaf*.

 

I think that was the name anyway, I'll check.

/e Yes, I am sure that is what it is now.

k1  Awesome! I had never heard of AFF. Looks like a pretty interesting game I might do some reading on.

The model itself has some weird issues with miss-placed turrets. I wonder if the game has rotating turrets and whoever put the pieces together did a poor job combining them into one model for this upload. I'm assuming the game model doesn't have that issue.

 

Reply #1586 Top

Quoting ZombiesRus5, reply 1586
The model itself has some weird issues with miss-placed turrets. I wonder if the game has rotating turrets and whoever put the pieces together did a poor job combining them into one model for this upload. I'm assuming the game model doesn't have that issue.

HW2 had rotating turrets, iirc. It could be the setup is similar to SW:EaW's, that the turrets have to be separate from the main model in order to be able to rotate.

Reply #1587 Top

In Homeworld 2 there was two ways to place turrets, and both I believe required them to be independent models. Even the barrels were separate.

Reply #1588 Top

Hey everyone, there is a model that I have (modified asteroid with a ship that has crashed into it). It only needs to be UV'd.... Can anyone help out?

Reply #1589 Top

Quoting Mord_Sith84, reply 1589
It only needs to be UV'd

FYI that's probably the hardest part. Most of us here hate texturing... :S

Reply #1591 Top

taste of my tony

 





Reply #1593 Top

More models!

Reply #1594 Top

More?

 

 

This is that HW2 model some guy gave permission for me to use a time back. After I, you know, manually edged out the entire hull because it was just a single giant ngon, and did some polishing.

Reply #1595 Top

The Rhino, I like it...

Reply #1596 Top

Reply #1597 Top

That's a very nice space battleship.

Reply #1598 Top

Reply #1599 Top

 

It's the supply ship from the clone wars series.

I made it for Republic at War but it is now part of the SOGE mod too

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Reply #1600 Top