Model Ticonderoga

Sel

Banned
Feb 18, 2009
1,239
2,570
Ticonderoga

Release: April 2nd 2010

Author: David "Selentic" Simon & Joshua "BlenderBoy" Shiflet

Archive contains

1 Boat Box Prefab

9 Texture Files (including normal maps)

7 Skybox Model files

Extract to: "SteamApps\[username]\team fortress 2\tf" directory to install.

**YOU ARE NOT PERMITTED TO MODIFY ANY OF THE FILES FOUND WITHIN THE ARCHIVE, OR REDISTRIBUTE.

Oh, and thanks Rexy for the readme base.
 
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sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
I will love you forever once this is done.

Quick question though:
About what size is it in Hammer units, or is it too early to tell?
 

Sel

Banned
Feb 18, 2009
1,239
2,570
I will love you forever once this is done.

Quick question though:
About what size is it in Hammer units, or is it too early to tell?

Way too early to tell, I'll scale it appropriately once it's good to go.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Looks good! Hope UV mapping is friendly to a model this size--might need to end up being 4+ texures if it's as big as it appears to be.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
all i think about is balloon race, lol

jwwestcottII6-23-01mn.jpg


:woot:

And it looks absolutely splendid!
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Replaced the turret with the proper 5" 62 Cal.

Additionally, I have started detailing the back.

ticonderogawip7.png


ticonderogawip7b.png


ticonderogawip7c.png


I was talking to supersandvich last night, and the thought popped up of having the turrets be interchangeable models, so I might make some more once I finish this, I suppose.
 
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Sel

Banned
Feb 18, 2009
1,239
2,570
ticonderogawip8.png


Fixed various positioning and scale issues, began work on the middle and back.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
A note about models this big: As far as I know, models don't have internal cast shadows. So for example, the cabin pieces won't cast shadows on the decks, etc. It might look a bit off, unless you were to break it up into sections and release it as a prefab.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
A note about models this big: As far as I know, models don't have internal cast shadows. So for example, the cabin pieces won't cast shadows on the decks, etc. It might look a bit off, unless you were to break it up into sections and release it as a prefab.

I was about to mention this, and I also believe that it will work with your interchangable turrets seeing as you could have a few that worked interchangably.
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
the model is good but the only thing matters me in this model is polygons, if it has more polygons it means it will be like a huge MB model. Like i see, the model is about 9578 polygons or less or manny, UV mapping won't be easy on this model too. Good job, indeed :thumbup:
 
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Sel

Banned
Feb 18, 2009
1,239
2,570
the model is good but the only thing matters me in this model is polygons, if it has more polygons it means it will be like a huge MB model. Like i see, the model is about 9578 polygons or less or manny, UV mapping won't be easy on this model too. Good job, indeed :thumbup:

I estimate 20,000 or more triangles. Maybe even 30,000.

You'd both be way off, its 1747360 polygons!


I suppose I have some explaining to do hmm?

The model you're looking at right now is a high res sub-d mesh used to bake normals onto a much lower poly model through a normal map. (A modern method for making game assets, which may or may not be worthwhile in source.) This model was a pet project I've finally gotten around to entertaining, to check out the viability of baked normals in source.

Either way the actual game model will be a much more reasonable amount of triangles, and depending on the engine's capability, the detail may come through on the low poly.


If not, then I have a model with less detail than this, and an asset for messing with unreal or cryengine2, or just for a portfolio.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
1)As for making it a playable model, I don't really have any intention of that, the decks are too open, and I don't really want to go to the trouble of making it work as a gameplay piece.

2) Sorry... Not yet!

3) I don't see why not, if I recall it just needs to be scaled down 16x for that?


Additionally, me and flame were joking around about something last night (I don't even remember), and the idea of a ship in a bottle came up, so expect one of those too lol.
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
628
i still haven't completely gotten whether this is meant to be a hipoly or a ingame model. for the first its detail is way too low, for the second it's way too high.
maybe you're still undecided for yourself ?
 

Sel

Banned
Feb 18, 2009
1,239
2,570
i still haven't completely gotten whether this is meant to be a hipoly or a ingame model. for the first its detail is way too low, for the second it's way too high.
maybe you're still undecided for yourself ?

Or I'm not done detailing?
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
we'll have to find out :)