Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: fightermedic on July 09, 2013, 04:24:32 pm
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download here:
http://www.mediafire.com/download/l39n7xkqdvkmkx7/reshef.rar
(http://imageshack.us/scaled/large/841/izw4.jpg)
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nice idea
please use this for campaigns as the hammer of light returns
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Something seems slightly off with the lighting/smoothing.
Then again I'm an analprick about that stuff so.
But if you made it not use half a billion textures and prettied it up it would be happily for entire that use.
Words don't I.
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for a better look:
(bear in mind i'm using the demo of p3d, it will look better ingame, the normal is better in freespace)
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Hm, I think it could use a few more "hard edges" like for the rim surrounding the missile points etc.
Few too many things got completely smoothed out.
Would also try to put in a cockpit and redo the thruster.
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I'm no modeling expert, but it looks quite good and distinctly Vasudan.
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Yeah, it looks like someone got too crazy on smoothing.
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Definitely needs a UV reprojection at the very least - those crinkly edges are a classic problem with smoothing UVed models.
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the uv is all new, that had been the initial reason for me to do this, to combine all the textures into one
the problem rather is, that the original models textures aren't very well aligned to begin with
and i didn't feel like retexturing the thing from the ground up
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They are probably just retail tiles streched all over the hull. As I remember, that was favorite techinque of Aldo to do textures when he was working during pre-HTL era. There is always a way to use MVP tiles instead of parts of old textures. Otherwise, I want it in my fleet :yes:
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Too much meshsmooth. I like some of the added details though. I also think the normal map is way too strong. The normal plus the excessive meshsmooth really give it a non-mechanical feel. It's like it was 'grown' or something.. and that's just odd.
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the normal maps are indeed over the top, but that doesn't show half as bad in the engine than in p3d
not sure what to do with the model, first i'll need to finish something else anyway
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If college writing classes taught me anything is that your final draft (the HTL version) must have several degrees of distinctiveness from your rough draft (the original model). Honestly right now I must agree with the comments above - - it looks like you took the original model and went nuts with the polygon subdivide feature on your modeling program of choice and added a few gun ports and missile points. The body, wings, and engine (there is an engine??) are still very non-HTL.
My suggestion to you is to start with the original model and see if you can increase its detail by adding individual polygons piece by piece. Don't do that subdivide/autosmooth garbage. Try adding some scales and plates on the wings. Try making the cockpit and engine sections more distinct. Then add in your bells and whistles such as bevels and gun/missile ports, etc.
R
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yea, i gues you are all right
however, since all i wanted to do in the first place was to combine the massive amount of textures into one, and then just started playing around with the model out of interest, the outcome isn't all that terrible
so i guess i'll leave it at that, i'm happy enough with how it looks in game
i have toned down the normal to half strength though, it helps a lot
check the p3d model if you like
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finally got around to finish this up, download link in first post
maybe someone can make use of it, may it not be the best HTL ever *shrug*
let me know if something doesn't work as it should