Ships, Planes, Interplanetary Nanotech Combat Bushes...
RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
'NeuralKernel' wrote:
everything I make for Pioneer is Creative Commons Noncommercial Attribution (if that works, let me know otherwise)
Pioneer's art, music and other assets (including Lua model scripts) arelicensed under the terms of the Creative Commons Attribution-ShareAlike 3.0Unported License. See licenses/CC-BY-SA-3.0.txt for details.If any model is intended to be a part of the official game, it must be under that license. Unfortunately, the CC-NC license you have chosen is not compatible with Pioneer, and assets using that license will have to remain as separate mods. This is because it places a restriction on commercial use, which is something that Pioneer's licenses allow. Commercial uses for Pioneer could include:
Selling the game in a box for profit
Installing the game in a cybercafé for paying customers to play
Using the game to generate footage for a commercial film
You have to be comfortable releasing your models under a license that allows this sort of thing. Only change it if you're sure that you don't mind others attempting to profit from your work.
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
Whatever works <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' /> I'm just making sure that my own stuff is OK license wise, mainly I don't want to go crazy on a model that can't be included no matter how nice it looks... so, probably won't get around to adapting many existing fictional ships anytime soon. PES and Serenity maybe... but only as a hobby within a hobby <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
[url]https://docs.google.com/open?id=0B-1hUK684APTajVDOWtFOGdicFE[/url] around with pseudo-mecha spaceship designs.The more I think about it, the more I like the idea of modular spacecraft... at least for Capital Ships. I'm a bit biased since it's our Canadian Space Program that has all the coolest robotic arms building things up there <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />So anyways, reading about the new model system it sounds like variable geometry will work... later if not right now... deploy airbrakes? Unfurl Radiators? Redirect Solar Concentrator?
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
[attachment=2050:Frontend.png]Playing around with Blender again lately and think I've got a general style figured out for a ship, or line of ships. I've done some basic tutorials but I'm generally completely ignorant about texturing... anyone want to give me some pointers and / or help?I can upload some blends, but I'd rather work up a proper mesh after some critique...How many objects can I use? I like to have a different blender object for lots of components, but that's largely to make up for my inability to texture... I've seen the guide in the wiki and will be re-reading it later... anything else I should keep in mind?
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fluffyfreak
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
You might want to PM Zordey, Fish and mikehgentry for advice about UV unwrapping. Regarding the number of parts though. In general the way you build your model and the way you export them are different.You can build it in many pieces just fine if that helps, it's how I usually build them, but at some stage you start to bring them together into a single mesh.That doesn't mean welding vertices together it just means that joining the meshes into a single one ready for exporting. The ideal is to have one mesh, using one fully opaque texture ;)That doesn't always work though, you might need a seperate mesh for the cockpit and a separate texture for it that has transparency.Then another for the landing gears and wheel bay covers/doors.Yet more for any other animated components (yes, I know we only have wheels right now) so you can see how it quickly adds up. Just try and keep it reasonable, under 10 as a rule-of-thumb but the goal is always as few as possible for both meshes and textures in the finalised in-game model.How you get there is up to you
Also these are guidelines, not hard rules. When you submit a ship with 1000 sub-models made of 2 triangles and 84 textures though I can guess what the answer will be 
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
I've been thinking lately about the Art Styles and the new Fishy Ships lately and even before I saw this video I had been thinking along the lines of a Plant inspired line of Ships... Trees are hardly a new idea, either[url]http://en.wikipedia.org/wiki/Dyson_tree[/url] would fit in nicely with the whole Tactical NanoBush concept I've had in mind for a while, too :DNow, how to model it?
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
[attachment=2055:Sunflower.png][attachment=2056:sunflowerrear.png][attachment=2057:Sunflowerside.png] Latest iteration of my Ship Design... nothing with a texture... yet... 
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fluffyfreak
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
Coming along nicely there NK 
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NeuralKernel
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RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
More biologically inspired design from TED
RE: Ships, Planes, Interplanetary Nanotech Combat Bushes...
Have you discovered the best kept secret of the 31st century shipyards! 