So I decided to take a few days off from the Shuttle, and play around with the battlestar interior stuff a bit more. I'm starting to organize all the interior components into a pre-fab library. Ironically thats sort of the way the original sets were built anyhow.
The discussion about rivets the other day made me think about how unhappy I was with my previous riveting job on a few panels, So I decided to have another go at it.
This is the first component in my new pre-fab set I'll be working on. I have fixed up my old version quite a bit and made it a little closer to cannon. My rivets are more exaggerated the original set was made with, but a lot smaller then the ones I had last try.
This model is currently around 2 million polys and will be used to generate the normal map for the 3 LOD models. So just to use this in game I have to build at least 6 different versions of this.
1. The high detail version to generate the normal map
2. The close up game model LOD # 0 a couple thousand polys
3. The medium distance game model LOD #1 a few hundred polys
4. The distant model LOD #3, twenty or thirty polys
5. The collision model which which is only about 150 verts
6. and an "occlusion" model which is only about 30 polys. This one is a "no draw" model like the physics model but it prevents the engine from trying to render objects behind it.
I still have to add some lights and pipes to this, and I'll use a late season reference for that , since they added stuff to it during the series.
Attachment 4640