Author Topic: HTL Tauret  (Read 3690 times)

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Offline WeatherOp

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After having some irritating errors on the Moloch and being set back a little while, I thought I would try something else for the moment. And I knew of one ship that really needed it.

As of about 15 minutes of work I have this, still needs some detail, and a cockpit would hurt..*hint hint. ;), the only problem I've ran into is that once I finish it, someone will have to mess around with the UV to get some blurry spots out. :)

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that looks cool so far......

 

Offline Galemp

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er, what exactly did you do? aside from extruding and beveling out each of the polies on the back in a way that looks totally unnatural...

Work from the textures, man. Use face and edge division to trace out the edges of the shapes you see in the map, then start extruding and recessing parts.
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Offline Black Wolf

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The point of HTLing should be to de-emphasize the triangulation.
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Offline NGTM-1R

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What happened to the gun mounts?
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Offline FireCrack

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Yeah, it certianly seems odd...
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline WeatherOp

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er, what exactly did you do? aside from extruding and beveling out each of the polies on the back in a way that looks totally unnatural...

Work from the textures, man. Use face and edge division to trace out the edges of the shapes you see in the map, then start extruding and recessing parts.

Know of a good program that will do that? TS3.2 won't work with FS2 models, I can't find that in Blender, and I can't find that in Wings. And I definitly don't want to learn Max.

One of the reasons I said I'd never do an HTL fighter.
« Last Edit: November 19, 2005, 10:38:22 am by WeatherOp »
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Offline StratComm

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Max, Lightwave, I'd imagine Maya.  Basically, the good expensive ones.  It's a must though if you're working from an existing, textured mesh.  What you're doing there is basically the opposite of detailing, unfortunately; you're using more polys to emphesize the original low-poly model rather than hide it. 
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WeatherOp

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  • I forged the ban hammer. What about that?
    • http://www.geocities.com/weather_op/pageone.html?1113100476773
Max, Lightwave, I'd imagine Maya.  Basically, the good expensive ones.  It's a must though if you're working from an existing, textured mesh.  What you're doing there is basically the opposite of detailing, unfortunately; you're using more polys to emphesize the original low-poly model rather than hide it. 

O well, like I said, I told myself not to do fighters. This was more of just too see how I would do. Thanks for the advice. ;) Hey Coolmon please delete this thread.
« Last Edit: November 19, 2005, 11:45:54 am by WeatherOp »
Decent Blacksmith, Master procrastinator.

PHD in the field of Almost Finishing Projects.