Love your work so far. I am seeing a few minor differences, the forward fin behind the front windows is absent
Though, the shape and colour seems to vary a little from scene to scene. There is also another indent that looks like a scoop on the wing engines, back from the hinge.
I can see you've put some detail into the tips of the rear fins, in all the images I have, they appear smooth, do you have some reference material that shows this detailing?
Finally, does it seem to anyone else like the body panelling below the windows is the armoured panels that is supposed to slide over the windows during combat (or whatever EDI says in the observation room)? The windows always seem to be visible in the game (even during combat), but I'm wondering if that was the original intent.
I have tried to make the hull look like the movie where the Normandy is being revealed, so I have changed the hull color, reflection and bump, a few times now, and I have changed the size, and the camera angle. That’s why it looks like the shape is different, if that what you are talking about?
I know the tips are smooth, but that is because they can’t use that much detail with a texture and low poly model, and if it is smooth, it will be boring, so I am putting on some of my own details.
I’m sorry but your pictures aren’t loading correctly, I would like to see them if you can make that possible??
Big storm, nasty power outage. As soon as the power is restored, the server with the images will be back.
I was talking about the shape/colour/apparent position of the fin thing behind the front windows. Which would be apparent.... except the images aren't there.
Nice work matt/mathias. Coming along nicely so far.
I would disagree with your comment about the rear fins being smooth because of the restrictions of low poly game models. I don't actually think there is any use of the in-game model where you can actually see the tails (except maybe in Jack's pickup mission). All the cutscenes where you can see them clearly are pre-rendered CG which use high poly models, so there would be no limitations there.
Never played the game so no comment about accuracy. I like the "interior" behind the windows and the color scheme. And i am also wonder what those big black panels are
I used a spec sheet to get roughly 150 meters for the SR1, and using the window on the front compared to how they appear on the inside, as well as that scene near the end... (you know what I mean if you've finished it), I'd guess that the SR2 is no more than 250 long.
And i am also wonder what those big black panels are
They are windows. Here's a shot from inside the cockpit:
They obviously made them black to save having to model any interior detail as you couldn't get away with emmisive textures simulating light like they did for the small windows - they are just too big. You could probably argue from a fluff standpoint that they appear black from the outside due to radiation shielding or some such.
it's the small windows all along the side that are too small I think
I think the side windows are probably about the right size, the problem is that they don't really match the numbers you can see from the interior. There are only two places you can see small windows; Miranda's office on the crew deck and the starboard cargo area on the engineering deck:
The thing that really doesn't make much sense is the very large window in the starboard observation room (and presumably the port-side one too) on the crew deck:
There's nothing like that visible from the outside. Still, just like with Star Wars ships, there are a number of interior/exterior discrepancies in both the SR1 and SR2 (the escape pod size and positions on the SR1 being one glaring one). Best probably not to focus on such things, lest you go mad.
EDIT: Wow, the lameness of VB4 continues. Can't use linked thumbnails apparently.
EDIT2: OK, apparently thumbnails work properly now. Let's see....
Yes, the space scenes are pre rendered, but it is with the game engine, because it takes more of the CPU power to calculate the scenes, but they are low poly model with a really good texture on it, and the background (Omega, The Citadel or Ilium) are just pictures(the stations newer turn).
And as you can see in these images, the tips of the fins are blank.
And the ship is unreal. The exterior and interior doesnAât match
Yes, the space scenes are pre rendered, but it is with the game engine, because it takes more of the CPU power to calculate the scenes, but they are low poly model with a really good texture on it, and the background (Omega, The Citadel or Ilium) are just pictures(the stations newer turn).
And as you can see in these images, the tips of the fins are blank.
And the ship is unreal. The exterior and interior doesnAât match
actualy the normandy in the background at illium, omega and the citadel is infact the full 3d model. its the same model you see inside the normandy as a hologram. but once you get closer to that model the texture falls apart. although its a good way to get reference material.
i'm currently modeling the sr2 myself. and i intend to have it printed in 3d.
Looking great! Don't forget the little indentation on the upper surface just forward of the very back end of the fuselage. You can see it in some of you reference materials.
This is an amazing looking Mesh! I just finished the game and between the great design and the emotional attachment you form with it over 40+ hours of game time, its quickly become one of my favorite ships of all time. From what I can see the execution here is nearly flawless; good sharp modeling and paneling. I'll definitely be checking in on this
Quick question... does anyone know if there is a quality version of the original Normandy out there?
Don't know if there is a mesh available for the SR1 besides the in-game one (if you rip it from the game files). There have been a few high res ones made around the traps, but nobody has made one publicly available that I'm aware of.
Well as fun as it would be to play around with an actual model, I would love to just see what people have done with it. Guess I'll poke around. Can't wait to see this thing finished
Posts
It looks like you're doing her justice, well done.
I love the SR2, but kinda prefer the hull colour scheme for the SR1, not big on the yellows lol
Nice, how the hell did you get that image to pop up like that?
Though, the shape and colour seems to vary a little from scene to scene. There is also another indent that looks like a scoop on the wing engines, back from the hinge.
I can see you've put some detail into the tips of the rear fins, in all the images I have, they appear smooth, do you have some reference material that shows this detailing?
Finally, does it seem to anyone else like the body panelling below the windows is the armoured panels that is supposed to slide over the windows during combat (or whatever EDI says in the observation room)? The windows always seem to be visible in the game (even during combat), but I'm wondering if that was the original intent.
I know the tips are smooth, but that is because they can’t use that much detail with a texture and low poly model, and if it is smooth, it will be boring, so I am putting on some of my own details.
I’m sorry but your pictures aren’t loading correctly, I would like to see them if you can make that possible??
I was talking about the shape/colour/apparent position of the fin thing behind the front windows. Which would be apparent.... except the images aren't there.
Can you please take a shot from the back and side views?
Also, anyone know the size of the ship?
Thanks!
Nice work
One thing though, are all the black panels in the front the cockpit windows? they look...wel huge
I would disagree with your comment about the rear fins being smooth because of the restrictions of low poly game models. I don't actually think there is any use of the in-game model where you can actually see the tails (except maybe in Jack's pickup mission). All the cutscenes where you can see them clearly are pre-rendered CG which use high poly models, so there would be no limitations there.
I don't think there are any official dimensions, beyond the Codex saying that the SR2 is roughly twice the size and mass of the SR1.
Never played the game so no comment about accuracy. I like the "interior" behind the windows and the color scheme. And i am also wonder what those big black panels are
I used a spec sheet to get roughly 150 meters for the SR1, and using the window on the front compared to how they appear on the inside, as well as that scene near the end... (you know what I mean if you've finished it), I'd guess that the SR2 is no more than 250 long.
Well, i think they are windows. If you go to the cockpit in the game, you can close/open them :P.
They obviously made them black to save having to model any interior detail as you couldn't get away with emmisive textures simulating light like they did for the small windows - they are just too big. You could probably argue from a fluff standpoint that they appear black from the outside due to radiation shielding or some such.
I think the side windows are probably about the right size, the problem is that they don't really match the numbers you can see from the interior. There are only two places you can see small windows; Miranda's office on the crew deck and the starboard cargo area on the engineering deck:
The thing that really doesn't make much sense is the very large window in the starboard observation room (and presumably the port-side one too) on the crew deck:
There's nothing like that visible from the outside. Still, just like with Star Wars ships, there are a number of interior/exterior discrepancies in both the SR1 and SR2 (the escape pod size and positions on the SR1 being one glaring one). Best probably not to focus on such things, lest you go mad.
EDIT: Wow, the lameness of VB4 continues. Can't use linked thumbnails apparently.
EDIT2: OK, apparently thumbnails work properly now. Let's see....
And as you can see in these images, the tips of the fins are blank.
And the ship is unreal. The exterior and interior doesnAât match
actualy the normandy in the background at illium, omega and the citadel is infact the full 3d model. its the same model you see inside the normandy as a hologram. but once you get closer to that model the texture falls apart. although its a good way to get reference material.
i'm currently modeling the sr2 myself. and i intend to have it printed in 3d.
Also, who the frick is the guy with the bloodpack helmet :O
http://masseffect.wikia.com/wiki/Zaeed_Massani
http://masseffect.bioware.com/universe/squad/zaeed/
Quick question... does anyone know if there is a quality version of the original Normandy out there?