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Buying models off-site - Printable Version

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Buying models off-site - |nfrared - 04-03-2014

After seeing that many pleas for ship models go unanswered or are inconsistently satisfied I started looking around on the web, and plenty of sites offer finished, textured ship models available to purchase. One such site that caught my attention recently is Turbosquid.com

My question is if someone were to buy these what further work would need to be done to them before they could be submitted for the mod? This seems like a quick solution for someone looking to implement new and original ship models without the painful modeler recruitment process.

Thoughts?


RE: Buying models off-site - Leppy - 04-03-2014

Just keep in mind mate that, generally, ships must fit within the shipline look they are trying to be added to


RE: Buying models off-site - |nfrared - 04-03-2014

(04-03-2014, 05:03 AM)Leppy Wrote: Just keep in mind mate that, generally, ships must fit within the shipline look they are trying to be added to

Well that won't be a problem in this particular situation as it would be a replacement ship line for a faction not currently in use.

Theoretically speaking.


RE: Buying models off-site - Singularity - 04-03-2014

Just had a glance at the site. Some very good models out there but I am not sure if they can be implemented. Textures seems .... "Highish" .. ??

#Notamodellerguy


RE: Buying models off-site - |nfrared - 04-03-2014

As an example - http://www.turbosquid.com/3d-models/3d-7-ships-model/570830


RE: Buying models off-site - Reid - 04-03-2014

Those aren't any more Freelancerish than the current Phantom line

Besides, buying models from a professional modeler is kind of....weird


RE: Buying models off-site - |nfrared - 04-03-2014

(04-03-2014, 06:46 AM)Reidft Wrote: Those aren't any more Freelancerish than the current Phantom line

Besides, buying models from a professional modeler is kind of....weird

Can you define "Freelancerish" please?

I don't really see how it makes any difference paying someone credits or dollars. Both took time to earn.


RE: Buying models off-site - Govedo13 - 04-03-2014

This needs to be hard-pointed and hitboxed.
Also I dunno if the texture would work in-game, in worst case scenario it would need to be re textured as well.
Note that I have really very limited knowledge about modelling.
As far as I understand it one needs 3D body ( the model itself ), texture ( paint job over the 3D body) , hard-points for the different equipment, hit-box for the shielding around the model. This things need to be done in specific proper way and programs/formats in order to be suitable to import export in different tools so they can be added in the mod.
My personal advice is not to buy anything off-side. There are many proven good modellers in the community. If you are about to spend cash better do it by giving it to the people that already put a lot of effort to create models for the mod for free. They are also experienced with the process and know all the steps guaranteeing that the ship would be allowed in the mod quality-wise.

However considering the current development, the development team should create a list of requirements and even tutorials because a lot of people would aim to have own unique ship.


RE: Buying models off-site - Curios - 04-03-2014

Well, model itself may be nice to get in. However it need to meet with some limitations. Mainly the following once:

1. Poly count must not be very high. Most FL models are going from low poly count of hundreds all up to 14 or so thousands on some models like RM BS. I heard (didn't tested myself) that game'll crush if poly count on model goes further then 15k poly.

2. Textures. They must fit into FL style at least. Must not be very heavy and be just plain pictures.

3. Well, and style of cause. But that was said already.


RE: Buying models off-site - Echo 7-7 - 04-03-2014

(04-03-2014, 01:43 AM)|nfrared Wrote: ...
My question is if someone were to buy these what further work would need to be done to them before they could be submitted for the mod? This seems like a quick solution for someone looking to implement new and original ship models without the painful modeler recruitment process.
...

Well, that's a bit of a "How long is a piece of string?" type of question. Technically, it depends on whether the model and textures are in the correct file type, and if it has a hitbox or not. Aesthetics are also a big factor, and whether or not the ship is replacing an existing model or being added as a brand new ship. Balancing is usually a later step, but it may be necessary to resize the model (or elements of the model), so it's necessary to have someone around who's able to make those adjustments (doesn't have to be the creator, but it is helpful).

The example you've linked may be nice original work, but the models are distinctly not-Freelancer. They're also a tad too blocky and simplified for my preferences, and the textures are unlike most/all existing FL textures. It also looks like the lights on that model are "painted on", whereas FL usually uses actual lights that aren't part of the model of your ship, as well as a technique called "glow mapping" for areas that are semi-transparent or lit from within (eg. windows on transports; the Libertonian flag on the Grizzly should also be visible when in shadow).