What can i say? This is my Impulse Blog!
So since i couldn't seem to find anyone with a Battlestar Galactica Model for GC2, i decided to make my own from scratch, for use in GC2. As of now it's about 50% modeled and 0% textured @ 11,290 polys., a little high for a game i know, but oh well.

Here's a WIP shot, Modeled in NewTek™ Lightwave3D® 9. Image © 2006 by LogicSequence and LogicTEK Inc.:

Comments (Page 1)
2 Pages1 2 
on Nov 02, 2006
Looks great, may i suggest 2 versions one High Detailed and one Optimized.

Can't wait to play with it.
on Nov 02, 2006
Looking good so far.
I can't wait to see it textured.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.
on Nov 02, 2006

nice, make fighters . . . . man that is a nice battleship        
on Nov 02, 2006
OUTSTANDING! See, I have ZERO modeling talent so I can't really do much more than play with what others design. Friday nights, however, I don't play anything. I watch BSG.

There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game.
on Nov 02, 2006
I have Lightwave, and I have designed several ships.

Unfortunately, I have version 5.0, and I don't have access to the minor update I need (to 5.0c) to let it function correctly on my computer. Nor can I afford the upgrade to a higher version.

Stuck in limbo, I am.

on Nov 02, 2006
squeal.
on Nov 02, 2006
That is quite a ship, cant wait to see it done
on Nov 03, 2006
There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game.


I worked on a babylon 5 mod for nexus a while back, and i'm very familiar with modding the game. Unfortunately there's no way to "unconvert" a nexus .msh file back into the origional lightwave file. So you'd have to contact the original mesh artist for the .lwo file, and now that i've started making one myself, i'd just assume finish this one.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.



High poly... errr... well i was only planning on doing one version for the game, at about 20,000 polys... so there's a high poly for you, considering it's for a game. I DON'T have any plans on making a very high poly version just for kicks tho... There are pleanty on the web if you need one for renders. Lowering the poly count on a model like galactica is difficult, with all of the ridges along the hull. I'll do what i can tho, we'll see.

As for hardpoints, np, will do. But i also planned on making some authentic guns for her in the game, so there will be appropriate hard points for those along the hull too.

Unfortunately, I have version 5.0, and I don't have access to the minor update I need (to 5.0c) to let it function correctly on my computer. Nor can I afford the upgrade to a higher version.


You can find some of the now unavailable obsolete lightwave updates on P2P services. You can always check for your 5.0c update.
on Nov 03, 2006
Looking good so far.
I can't wait to see it textured.

And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail.

(Don't forget to include some hardpoints inside the hull (please))

I hope you are planning to do a few of the fighters as well.


actually i had the crazy idea of making a weapon animation of vipers launching from the ship and firing on tagets then landing, all as one single gun weapon.
on Nov 03, 2006
High poly... errr... well i was only planning on doing one version for the game, at about 20,000 polys... so there's a high poly for you, considering it's for a game. I DON'T have any plans on making a very high poly version just for kicks tho... There are pleanty on the web if you need one for renders. Lowering the poly count on a model like galactica is difficult, with all of the ridges along the hull. I'll do what i can tho, we'll see.

As for hardpoints, np, will do. But i also planned on making some authentic guns for her in the game, so there will be appropriate hard points for those along the hull too.


Actually, what you describe sounds fine for the poly count, so don't worry about making different versions. You are going to enough trouble as it is.

And I usually stay away from P2P stuff. Never sure how it will affect my system.

Thanks for the hardpoints, too.
on Nov 03, 2006
Updated WIP photo in first post.

Poly count is ... Higher than in the first post   
on Nov 07, 2006
Updated WIP photo again, lookie, more updatedness.

Poly count 22,400.
on Nov 08, 2006
Poly count 22,400.
And rising?  

It looks great. I'll take the performance hit just to keep all those lovely curves, though.
on Nov 08, 2006
i don't expect the poly count to go over 30,000. In fact more realistically it will be around 25,000-26,000. But you are right, the bottom line is if you want the ribs on the ship to be actual, and not texture, then you have to take a polygon hit.

I may, MAY, go back and remove the ribs and use a textured version of them for a lower quality version. MAY.

Also, here's a good question, would you guys rather have the flight pod hangars open (not the pods themselves, they will be in the open position)? If i seal them at each end i can save a lot of polygons on the ribs there because you won't actually see inside the flight pods.
on Nov 08, 2006
You could probably do a bevel or smooth-shift to give it some depth without adding too may poly's. couldn't you.

If not, just do an appearance of depth with a texture?
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