Mod Project Team: Design

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silvaril
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Mod Project Team: Design

Post by silvaril »

Heya

The Design Team will be responsible for the development of basic (way too many polys) models for people to debate and (dis)agree upon.

There is an initial requirement for 2D concept art as well as 3D concept models.

While I am not going to tell you what tools can be used for the initial designs, nor attempt to limit your imaginations as regards the crazy shapes you might end up with, there are the following limitations:

The designated Basic Design Models must be able to be exported in a format that the Modeling Team can import to work upon.
The designated Basic Design Models must be finished without permutation alterations. (No adding extra bits on to see what it looks like because you are getting bored)

Once the Basic Design Model has been completed for use as a Team reference, then subsequent variations on the Basic Design Model are something you can go to town on. (Indeed such will be expected of you)


Current Goals:
DE Engines for each combination of Engine and Power Tech Level
Basic Fission Engine design concepts already approved, but need to be finalised for turret requirements, notably internal space required by each turret.
http://kerberos-productions.com/forum/v ... php?t=7867

Turrets, (small, medium and large), to ensure scaling is functional and to also supply an idea of how much internal space is required at each mount location.
Styling of turret will require sign-off from the Story Team.
http://kerberos-productions.com/forum/v ... php?t=7913

Weapons are also required to show off the turrets.
As with the Gameplay GOB file goal, the initial requirement is for weapons from SotS 1.2.2 only.
Styling of weapons will require sign-off from the Story Team.
http://kerberos-productions.com/forum/v ... php?t=7912


The Team Lead for the Design Team will be responsible for handing completed concept models over to the Modeling Team, liaising with the Modeling Team and chasing people in the Team up to obtain the required designs.

If you are interested in working on the designs we need for this Mod then please reply to this thread.


Current Team:
LordD
Darloth
Last edited by silvaril on Sat Jan 26, 2008 7:49 am, edited 4 times in total.
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Darloth
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Post by Darloth »

I'd like to be in this team if at all possible. My 2d drawings never look quite right, but I can usually take ideas and turn them into 3d models fairly quickly. I can work with other people's sketches or models, and I've already produced a fair number of concept models scattered around this forum.
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silvaril
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Two designers... One Modeller... More Please :D

Post by silvaril »

Heya Darloth

Thanks for volunteering!

As I mentioned to LordD, my first requirement is DE Engines. :)

Please take a look at the Design Principles for Ship Sections thread and the completed Sections thread for starting points :D

Thanks again.
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silvaril
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Yep, just to get things ticking over... ;)

Post by silvaril »

Heya

Updated OP with:

Current Goals:
DE Engines for each combination of Engine and Power Tech Level
Basic Fission Engine design concepts already approved, but need to be finalised for turret requirements, notably internal space required by each turret.

Turrets, (small, medium and large), to ensure scaling is functional and to also supply an idea of how much internal space is required at each mount location.
Styling of turret will require sign-off from Story Team.
silvaril wrote:Love is Love, God is God and I am still Living a Lifetime

Disclaimer:
The views of any individual may not necessarily represent those of "God"(tm)
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silvaril
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*smiles* I tell ya, the thinking is exhausting... ;)

Post by silvaril »

Heya

Updated OP with:

Current Goals:
DE Engines for each combination of Engine and Power Tech Level
Basic Fission Engine design concepts already approved, but need to be finalised for turret requirements, notably internal space required by each turret.
http://kerberos-productions.com/forum/v ... php?t=7867

Turrets, (small, medium and large), to ensure scaling is functional and to also supply an idea of how much internal space is required at each mount location.
Styling of turret will require sign-off from the Story Team.
http://kerberos-productions.com/forum/v ... php?t=7913

Weapons are also required to show off the turrets.
As with the Gameplay GOB file goal, the initial requirement is for weapons from SotS 1.2.2 only.
Styling of weapons will require sign-off from the Story Team.
http://kerberos-productions.com/forum/v ... php?t=7912
silvaril wrote:Love is Love, God is God and I am still Living a Lifetime

Disclaimer:
The views of any individual may not necessarily represent those of "God"(tm)
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[TDN] Mechanis
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Re: Mod Project Team: Design

Post by [TDN] Mechanis »

this intrigues me...

I can whip up a few turret designs in Gmax for you guys, and potentially some shipsections....
gimme a minuet....
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Shiny Noo-cuu-lerr launch buttons...

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Coyote27
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Re: Mod Project Team: Design

Post by Coyote27 »

Allright, cool!
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AnarchCassius
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Re: Mod Project Team: Design

Post by AnarchCassius »

Excellent! My friend and I are still at work, just a little sidetracked. We have no turrets yet however so this is good news. Except a big round of DE sections shortly.
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