"I spent the past couple months struggling with Blender (my MacBook kept overheating on it lol) and finally managed to make some renders to bring into Sins, only to realize they had a serious defect."
The defect, namely being, faces, or to be more exact, the sheer amount of faces. The Sins 1 engine could only handle 50,000 triangles at the very best, and the design of the ships meant that they were well past the limit (and I spent three months trying to figure out why didn't they boot into the game! LOL!)
yeah, you know now where this is headed at
my honest reaction
Quite literally every ship rendered for SoK has literally 60k triangles or higher, and I just can't figure out how to decrease the poly count without completely wiping them off the map (AGAIN) and starting back from scratch...and to boot...
Which brings me to my next point: with the snail-pace rate of development that this mod is going through, we might as well say that it'll be out by the time Sins 2 is out, which means the mod's Rebellion (and buggy asfck) version would be obsolete well before it even gets released...so yeah, you can all guess where this is headed.
We're making this for Sins 2.
There's actually a few things going for us: that most assets already present are actually doctored to work with the S2 engine, and thus be rendered with seperate turrets from the hull, as well as the fact that many of the turrets were designed before the ships themselves were made, which kinda streamlines the process significantly. Which is going to bring me to my next point: For the short-term plan, I'll make all ships that are going to appear in the final release (within the decade, hopefully), and look at the coding structure when it's out (and hopefully have a dev mode to play around with). So....
let's just hope I get a second log entry out by the end of the next year, folks, because it's just chaos both in the team and where I am right now