Okay, because I often get asked to do tutorials, et au to kinda show how I build models and what not I figured I'd do a WIP thread for a change rather than show completed items in all their glory.
That in mind I'd figure that being as Deep Space Nine has a fairly large cameo in Future Tense, that this'd prove to be a good place to start.
Deep Space Nine serves as a multi-purpose facility, canon to the series. The station is also map only, IE, you can't build it which should in theory make the player 'treasure' and protect it more than your average starbase.
Deep Space Nine in Future Tense is under the strict command of Ambassador Kira, with the U.S.S. Defiant (Under the command of Captain Nog) not too far away). Deep Space Nine will be accessable in any Bajoran or Cardassian maps selected if the player is 'Federation'
Deep Space Nine, as said is multi-purpose and can:
Built 3 different types of runabouts at once (Science, Standard, Assault) Built 3 different battleships at once (Intrepid, Galaxy, Nebula-Science) Repair 3 ships at once (Any allied vessel) Able to Launch/Repair the U.S.S. Defiant Built 3/5 types of Federation Destroyers (Defiant, Ginsu, Katana (Sabre and Norway if unlocked) Summon Gamma Quadrant Reinforcements (Dominon Destroyer, Dominion Bug, and a few Gamma Quad races)
Deep Space Nine can act as a trading depot too, and can harvest the system for nearby resources to add to crew and material resources. Deep Space Nine is also able to be blown apart - like all units in Future Tense. Unlike others, Deep Space Nine will have a direct impact on the Federation fleet. Each section is able to 'blow apart' so if you cripple or even destroy the outer docking ring, the ability to build ships will be greatly affected. Like the series, you can blow away the pylons, the command area... anything!
Anyhow without further ado.... heres the Hi-Res WIP of the station. NOTE: the Texture is a basic illustration to highlight the model and the final result WILL vary from that illustrated.
DS9 so far has been poly built with the inclusion of a single cylinder stack between the habitat area and the promenade.
More will follow as progress is made :)
I'm not a bug. I'm a feature.
3rd November 2008
Wow, that sounds great, but also quite hi-poly. I'll keep an eye on this project... ;)
1st October 2007
Yeah, looks excellent! But I'm sure the final poly count will be sky high with these incredible details :)
At the mintue it's weighing at 2000 polies. I'm aiming for 6000.
We know Armada can handle large station (The Borg Unicomplex is close to 32,000 polies when it's completely built and Armada doesn't seem to have any problems at all)
Quick update with the habitat ring and the modeled interiors for the runabouts :) Again, texture is basic at the moment and will vary with the 'golden brown' cardassian effect when the station's built. All I have to do is the weapons array around the command areas and the sensor dome? thing at the bottom and the inner areas complete.
I'm gonna aim to do each pylon in about 400 polies so it remains smooth and in keeping with the detail levels and then the rest will obviously be used on the outer docking ring :)
Let me know what you guys think :)
The Real Awesome
20th April 2007
As always, Future Tense is known to capitalize on its self made beauties. This one is no exception. Thumbs up man! Great!
:). I'm moving house next week and my PC's gonna be packed on Tuesday so i'm going to 'aim' to have it built with basic textures before then. At, four hours work and 2000 odd polies is looking fairly rewarding :P
Illiterate? I'm FahreS
24th March 2006
i like this a lot.
just noticed that you have a strange way to build models. you do texture them before youve finished the mesh^^
Sometimes when i poly build i do basics, but its only on areas that keep duplicating (window areas for eg). Usually I build the mesh n then texture it accordingly before applying all the light maps n stuff
I stole fire from the lighter!
13th January 2003
looking real good Ad, like it's had an armour upgrade.
1st October 2007
Really awesome! About the poly count: it's not about the model itself, but the game engine has a limit, how many polies can it control without any trouble. A 32000 polies Unicomplex means minus one fleet (~20 ship) on the map without lag.