Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Shivan Hunter on September 14, 2010, 10:57:28 pm

Title: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Shivan Hunter on September 14, 2010, 10:57:28 pm
So, the first of a line of fighters, the TF Ion, has been released. DL link is on the fourth page, in my sig, and here (https://mega.nz/#!RMFw0K4D!dH0XahGWyF8lzL9BuohP1KC0iRUInWNQqVwhii7Ovms) for teh lazy.

SLIGHTLY OUT-OF-DATE PIC:
(http://img204.imageshack.us/img204/8258/screen0001l.png)

All modelers require feedback as sustenance! Feed me feedback! Even if it's to say the model is one big mesh error!

:P

Original Post:

Quote
So I'm making my first Wings3D model (MUCH BETTER THAN TRUESPACE BTW) and I've finished an engine pod... but I have no idea what to do with the fuselage and cockpit.

I'm going for a smallish stealth fighter in the FS1 Terran style.

(http://img716.imageshack.us/img716/2194/enginepod.png)
Title: Re: Design issues (making a model)
Post by: Vengence on September 14, 2010, 11:37:19 pm
It doesn't look stealthish though =/.

Look up space ship stuff on DeviantArt, you'll find lots of inspiring art there. Some maybe made by artists we all wish to be like someday. Just a hint, I honestly can't think of a thing for this fighter myself. As I said it doesn't look very stealthy. Just a small idea I'd build a fusalage around the engine pod, make it a single body, single engine craft. The ultra slim shape would be rather tough to hit...
Title: Re: Design issues (making a model)
Post by: Galemp on September 15, 2010, 12:09:53 am
Wow, that would be PERFECT for the winglets of the NTF Lupus. It's modified Loki, with the firepower of an Erinyes and restoring the stealth of the original. Imagine the FreeSpace equivalent of the TIE Defender.

(http://freespaceport.googlepages.com/lupus.jpg)

You see the 'pods' where that chunk would go? Think you can do it?
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 15, 2010, 01:16:39 am
Iunno, I don't think it would go well on three sides like that :/

I'm thinking maybe a Medusa or Herc-style fuselage, attached to the engine pods like the current Medusa is attached to the missile pods. It'll need at least some 3-dimensional component though, so it's not just a flat series of boxes.

I just got an idea, going to draw some concept art.
Title: Re: Design issues (making a model)
Post by: Scooby_Doo on September 15, 2010, 02:46:05 am
Kinda looks like a Homeworld frigate (or bigger).
Title: Re: Design issues (making a model)
Post by: Galemp on September 15, 2010, 09:08:49 am
Iunno, I don't think it would go well on three sides like that :/

Not on three sides... mirrored, with two on each wing and two on top.
Title: Re: Design issues (making a model)
Post by: -Sara- on September 15, 2010, 02:57:18 pm
A front silhouette I thought up for you, using what you made thus far as a winglet. The things on top being tail wings. White ovals are gunpoints, circles a missile bay. Maybe a heavy fighter or light bomber from the Loki's generation, to function along the Loki fighter and Zeus bomber?

(http://img408.imageshack.us/img408/6148/gtfnb.png)
Title: Re: Design issues (making a model)
Post by: Hades on September 15, 2010, 03:26:56 pm
-cut-
(http://www.printedclothing.com/shack/contents/media/pc876%20its%20not%20lupus.jpg)
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 16, 2010, 01:07:03 am
So I've rethought the center design- originally I was going to go for a kind of bulbous, Mudusa or Herc-like thingie, but it ended up looking like total crap. So I browsed around conceptships.blogspot.com (excellent site btw), and got an idea for a heavy assault fighter or light bomber.

(http://img203.imageshack.us/img203/3776/derrrrrrrrrrp.png)

I'm going to get it into FS, but it's an original design that only takes inspiration from FS1-style Terran. That little thingie between the two pods at the very front is the cockpit- it's somewhat concealed, with little actual visibility since Terrans in my universe are phasing out exposed cockpits in favor of a system of redundant sensor arrays. It also uses [REDACTED] engine technology [REDACTED] to [REDACTED] [REDACTED] because of the [REDACTED].

I've been reading too much SCP foundation >.>
Title: Re: Design issues (making a model)
Post by: pecenipicek on September 16, 2010, 01:45:53 am
that looks so much more like the first part of your nickname than anything else.
Title: Re: Design issues (making a model)
Post by: SypheDMar on September 16, 2010, 02:17:35 am
Not too sure 'bout that, but right now it looks awesome.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 16, 2010, 02:28:33 am
SDM: thanks. :)

Pecenipicek: I thought that myself originally. Must be because of those winglet-stabilizer-thingys. They're probably going to look better (well, more Terran) once they're textured. I'm going to go for a gray, shiny metal scheme with bluish lights, so there's really no way it could be called Shivan once it's textured. The winglets themselves will probably stand out from the rest of the model once they're textured as well.

And... blargh, coming from someone who's only UVed greebled boxes to this point, this one's going to be a ***** to unwrap. :ick:
Title: Re: Design issues (making a model)
Post by: Commander Zane on September 16, 2010, 11:02:54 am
That design would fit in X3:TC very well, despite your initial plan for making it stealth is completely out the window, seeing how it's boxier than a B-52. :P

But good job, it looks sweet.
Title: Re: Design issues (making a model)
Post by: Droid803 on September 16, 2010, 01:43:54 pm
Look nice, but not stealthy :P
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 17, 2010, 11:28:30 pm
I replaced the winglets with pod thingys... haven't decided what their exact function is yet.

Also made some LODs.

(http://img245.imageshack.us/img245/9070/leethax2.png)

LOD3 has a typo- it's actually 52 tris, not 63.

Soooooooooooooooooooooooooooooooooo...

Any advice about UVing? This is not going to be an enjoyable experience.
Title: Re: Design issues (making a model)
Post by: Droid803 on September 17, 2010, 11:42:09 pm
Eh, the two pod things on top look kinda strange (like some block bunny ears or something).
I liked it better before with the actual wings there. (the side ones are better as pods though)

The other thing is that this kinda reminds me of Steve-O's MiG, which is kinda leading me to want to request a big engine at the mid-rear with trilateral radial symmetry (just look at the MiG's big engines, but one of them would do :P) That's...totally an aside though...
Title: Re: Design issues (making a model)
Post by: Scourge of Ages on September 18, 2010, 12:24:39 am
Opinion: Disregarding size, it looks more like a gunboat or cruiser than a fighter, as such. Jus' sayin.
It does look very interesting though.
Title: Re: Design issues (making a model)
Post by: FreeSpaceFreak on September 18, 2010, 02:17:11 am
Now this looks properly awesome indeed. Good work :yes:

Some advice: I think that most of the detail in LOD0 could be baked into a normal map. LOD1 could then become the new LOD0 - even 3.8k polies is plenty of detail for a fighter. With normal maps for the panelling, the fighter will look basically the same, but it will run much more smoothly in-game.
It will also make the fighter quite a bit easier to unwrap - you'll 'only' have to unwrap 3.8k polies, instead of 6.2k. And regarding UV-ing, I trust you've seen this thread (http://www.hard-light.net/forums/index.php?topic=70642.0)? There's some good advice in there.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 20, 2010, 03:34:42 am
ok so I have to get all this crap on the UV space efficiently

and scale everything so it's all about the same size

(http://img820.imageshack.us/img820/3908/omfgz.png)

someone please help me not throw my PC out the window
Title: Re: Design issues (making a model)
Post by: Scooby_Doo on September 20, 2010, 04:05:16 am
Normal maps are good... but I don't think they're THAT good.  Rivets, panel lines, recessed panels..etc).

It's more a matter of time and practice to understand not only how to uv well but to think ahead when creating the model. 
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 20, 2010, 05:42:48 am
YYYYEEEEAAAAHHHH got it all on the UV space :D

(http://img842.imageshack.us/img842/1272/woooooot.png)


...OH FRAK now I have to texture it :/
Title: Re: Design issues (making a model)
Post by: asyikarea51 on September 20, 2010, 09:37:44 am
If anything I'm quite stunned you managed to pull off circular (and some other odd) shapes on Wings. If that's not enough to dent the slightly warped perspective of this fellow... :nervous:
Title: Re: Design issues (making a model)
Post by: Rodo on September 20, 2010, 10:23:42 am
Your UV'ing was quite fast, I'm impressed the well those islands look.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 20, 2010, 10:47:30 am
Being obsessive helps >.>

There's still a little optimizing to do in terms of scale, and the texture is going to have to wait until the weekend because of uni stuff... blargh Gauss' Law suxxorz
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 25, 2010, 10:26:55 am
This thread is dying.

I will attempt CPR.

(http://img205.imageshack.us/img205/1579/derrrrrrrrrrrrrrrp.png)

Going for the rusty-metal look now, combined with areas of panelling and open greeble. Will do the same for the fuselage.

Supposed to look utilitarian and sort of run-down. How am I doing?

whaargarbl learning to texture is insane >.<
Title: Re: Design issues (making a model)
Post by: Droid803 on September 25, 2010, 11:57:15 am
Looks good!
Title: Re: Design issues (making a model)
Post by: General Battuta on September 25, 2010, 01:24:58 pm
Yeah, I quite like it.
Title: Re: Design issues (making a model)
Post by: Quanto on September 25, 2010, 02:43:01 pm
I also like what I see.
Title: Re: Design issues (making a model)
Post by: MatthTheGeek on September 25, 2010, 03:27:38 pm
First attempt at texturing ? That looks very good already !
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 25, 2010, 05:08:32 pm
it's going slowly compared to how fast I UV'ed the thing, but dayum if it's not ten times as fun. Especially when I load up Wings and see what I've got... "omfg I wanna shoot it >.>"
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 27, 2010, 12:19:55 am
 :bump: :bump: :bump: :bump:

(http://img80.imageshack.us/img80/2425/ion.png)

A lot of the inside paneling will probably look crappy until it gets a spec map and normal map. Frak, that's probably true for most of the texture. Texturing is probably several orders of magnitude more awsum than UV mapping.

Ever since I textured the missile pods I think it's going to shoot me :shaking:
Title: Re: Design issues (making a model)
Post by: Rodo on September 27, 2010, 07:42:33 am
How do you do it, dammit! I can't bring myself to texture that good.
Title: Re: Design issues (making a model)
Post by: Spoon on September 27, 2010, 02:00:15 pm
Can I steals your texturing skills?
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 27, 2010, 07:50:14 pm
whaargarbl

I've spent way too much time texturing

need to study for Data Structures

blargh

(http://img444.imageshack.us/img444/9587/ion2.png)

As you can see, most of what I need to finish is detailing (although there are still some large bits left on the bottom), so I've green-screened everything that's not started yet.

Blargh.

Think I'll go play some Transcend study for CS! study for CS! ...you saw nothing!
Title: Re: Design issues (making a model)
Post by: Droid803 on September 27, 2010, 08:29:59 pm
yum. grungy and gritty and industrial.
Title: Re: Design issues (making a model)
Post by: Scooby_Doo on September 27, 2010, 09:49:04 pm
How are you doing that chipped paint on the edges of the panels, by hand?
Title: Re: Design issues (making a model)
Post by: Solatar on September 27, 2010, 10:49:16 pm
I'd hate to be in a dogfight with that kind of visibility from the cockpit.

Otherwise, the thing looks great. The textures are all run down and industrial, and I think they fit the Pre-FS1 vibe VERY nicely (if that's what you're still going for).
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 27, 2010, 11:12:29 pm
How are you doing that chipped paint on the edges of the panels, by hand?
I have a brushed aluminum-esque texture that I can tile, so it can fit any size.

(http://img821.imageshack.us/img821/2769/50150915.png)

I make two layers out of this, of the same shape (of the piece I'm texturing). It's all light gray at this point. Then I take the bottom layer and increase the contrast and darken it a lot.

(http://img121.imageshack.us/img121/3410/85847317.png)

Then, I take a set of grunge brushes (you can find a bunch of good ones to download, usually on DeviantArt), and erase bits from the top (light gray) layer in areas that would receive wear and tear (edges of polygons and edges of panels), revealing the darker layer.

(http://img844.imageshack.us/img844/8599/21568231.png)

After adding panel lines and rivets/bolts, I get a good metal texture with damage on the edges.

(http://img529.imageshack.us/img529/1555/78500554.png)

I create a new layer from all these so I can select based on color. Then I use Gimp's Wand tool (select areas of similar color) to select the centers of the panels- the less-damaged bits. The threshold for selecting color determines how much paint is chipped. After selecting all these, I create a new layer and "fill" it with a certain color, and set it as a certain transparency.

(http://img444.imageshack.us/img444/5223/13978491.png)

If you select the areas right, you'll have paint chipped around the edges, and also less color on the extra-bright areas of the texture to look like scratches.

I'd hate to be in a dogfight with that kind of visibility from the cockpit.
Well, this is sort of for pre-FS1 and sort of for an original universe I've been designing while I should be listening to the prof in Physics class. Terrans in that universe are phasing out actual cockpits, especially open, exposed ones, in favor of well-shielded closed areas that use several redundant, independent sensor systems for visibility. (sort of like the ships in WoD with no cockpits- even lampshaded in that mission where you have to use the Ray I)
Title: Re: Design issues (making a model)
Post by: Rodo on September 27, 2010, 11:46:12 pm
wow cool method, I might steal it away  :nod:
Title: Re: Design issues (making a model)
Post by: Scooby_Doo on September 28, 2010, 12:20:46 am
Cool... I'll have to see if there's a way to automate it as much as possible  :)
Title: Re: Design issues (making a model)
Post by: rhettro on September 29, 2010, 12:56:57 pm
Coming along nicely.  I have a bit of a Wings 3d noob question.  How do you plan on tranferring the model to FS?  I know that Wings exports Collada format, but I didn't think you could assign object names.  Are you going to port it out in OBJ format to Blender and then from Blender to POF? 
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 29, 2010, 03:46:33 pm
Only way I know how to do the hierarchy is through Truespaz. I'll get it into cob, merge all the LODs together and see if PCS2 can import it.
Title: Re: Design issues (making a model)
Post by: spyderrock48 on September 29, 2010, 04:04:10 pm
at least you know how to do a decent program that actually has UVmapping capability, mine cant :(
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 30, 2010, 12:50:45 am
So, in the midst of the battlefield that is the first major test week at uni, fighting off tests, projects and insomnia, I find time for some more texturing...

(http://img695.imageshack.us/img695/738/clipboard2d.png)
(http://img522.imageshack.us/img522/2304/clipboard1w.png)
Title: Re: Design issues (making a model)
Post by: MatthTheGeek on September 30, 2010, 01:19:04 am
Wow.
Title: Re: Design issues (making a model)
Post by: T-LoW on September 30, 2010, 03:03:17 am
That rusty/dirty look is awesome :yes:
Title: Re: Design issues (making a model)
Post by: Commander Zane on September 30, 2010, 11:17:41 am
The color and blocky wings is starting to make me think of the Star Wars ship with the absurdedly 'low-tech' name (HWK-290, Moldy Crow).
And I can still see this in X3, as a replacement model of the Xenon XL, so it's not kitbashing two L's together.

Like the work.
Title: Re: Design issues (making a model)
Post by: Dragon on September 30, 2010, 02:30:31 pm
Looks really great, it'd really fit SW or X3.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 30, 2010, 07:45:58 pm
So, with just a bit more to do, I thought I'd play around a bit with... memes.

(http://img20.imageshack.us/img20/771/lolbc.png)

yeah, I'm pretty bored.
Title: Re: Design issues (making a model)
Post by: Droid803 on September 30, 2010, 08:04:31 pm
Oh god LOL.
Title: Re: Design issues (making a model)
Post by: spyderrock48 on September 30, 2010, 08:18:17 pm
Shiv, i heard you like mudkipz?
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 30, 2010, 08:27:24 pm
In addition to the mudkipz, trollfaces and pedobears, there's a "OVER 9000" written on top.

(I think I'll release these in an optional texture :P)
Title: Re: Design issues (making a model)
Post by: spyderrock48 on September 30, 2010, 08:43:25 pm
haha , that last part is bad azz
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on September 30, 2010, 09:58:41 pm
So the diffuse map is tentatively maybe sort of kinda possibly finished.

(http://img148.imageshack.us/img148/8607/clipboard1c.png)
(http://img692.imageshack.us/img692/5646/clipboard2l.png)
(http://img138.imageshack.us/img138/7480/clipboard3.png)
(http://img525.imageshack.us/img525/9084/clipboard5.png)

Comments on the texture?

I'm thinking of re-LODing it from here so I don't have to re-UV the other LODs. Plus I think I'll LOD it a bit heavier, maybe only have 3 LODs instead of 4.
Title: Re: Design issues (making a model)
Post by: Rodo on September 30, 2010, 10:15:39 pm
Looks cool.
Say, why don't you add some warning labels on the sides of those pods mounted on top of the main body.
Title: Re: Design issues (making a model)
Post by: Trivial Psychic on September 30, 2010, 11:24:28 pm
>Caution: Aim Away From Face<
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 01, 2010, 07:46:28 pm
OK, I've LODed it and am trying to convert it. Someone tell me how to get this into TS3.2 for hierarchy editing WITH THE TEXTURE MAP APPLIED.
Title: Re: Design issues (making a model)
Post by: Droid803 on October 01, 2010, 08:29:28 pm
I don't think you want to use True****.
Look up the Collada importer!

I donno if Wings3D can do it (export DAE), but its much better than using TS for anything.
Even if you can't you should be able to export OBJs and get it into Blender (or give to to someone with it) to do the hierarchy editing and whatever you want.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 01, 2010, 08:56:46 pm
So Wings3D can do hierarchy (I think...), and it can also export to Collada. If I can get the hierarchy together in Wings, I can get it into FS tonight before making the spec, glow and normal maps.

1) What should the hierarchy for 4 LODs and 4 debris pieces look like?

2) How do I actually edit hierarchy in Wings? (The Geometry Graph doesn't seem very easy to use, and I'm not sure if the Outliner could help.)

I'm going to go get some noms. I need an answer soon as this is preventing me from working on the model any further (I want to get it ingame before spending any more time on mapping).
Title: Re: Design issues (making a model)
Post by: Droid803 on October 01, 2010, 08:58:55 pm
All LODs at top level, same with debris.
I don't use wings so can't help you there. Ask someone who does :P
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 02, 2010, 03:11:55 am
OK, so the PCS2 Collada importer doesn't work with Wings. Can't say I'm surprised.

What other options are there?
Title: Re: Design issues (making a model)
Post by: FreeSpaceFreak on October 02, 2010, 04:46:06 am
I'd recommend to export it via Blender. The process of going from Blender to POF is very well-documented (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions).
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 02, 2010, 04:27:52 pm
[17:20] <DarthGeek> Any way to scale a POF without losing subsystems etc?

Pl0x help, it's about 2/3 the size it should be :rolleyes:
Title: Re: Design issues (making a model)
Post by: Droid803 on October 02, 2010, 04:41:26 pm
Nope, no way to lose the subsystems.
You can re-add them in PCS2 ezpz though.

Well, there are ways but such methods are rather likely to break more than fix, and I don't think Collada's export can be directly re-imported or something strange like that.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 02, 2010, 06:31:10 pm
NEWS FLASH: At 1930 hours today, a wing of TF Ion-class fighters engaged and destroyed the GTC Derp.

(http://img204.imageshack.us/img204/8258/screen0001l.png)

[EDIT]: I sincerely apologize for the lack of starfield.pof
Title: Re: Design issues (making a model)
Post by: Droid803 on October 02, 2010, 07:04:38 pm
Can we has?
Looks smexy.
Title: Re: Design issues (making a model)
Post by: Nyctaeus on October 02, 2010, 07:11:05 pm
Reminds me the Uglies fighter pack from Blue Planet :P. Cool model, cool textures, cool suns, cool lightning, cool backgrounds. Nice work :yes:
Title: Re: Design issues (making a model)
Post by: sigtau on October 02, 2010, 07:25:56 pm
The background is so damn pretty I didn't notice the ship.
Title: Re: Design issues (making a model)
Post by: Droid803 on October 02, 2010, 07:44:53 pm
the background's pretty sick too yeah.
Title: Re: Design issues (making a model)
Post by: Ravenholme on October 03, 2010, 05:17:23 am
[EDIT]: I sincerely apologize for the lack of starfield.pof

Completely forgiven, that looks sexy - awesome ship and cool background.

Ship design is like something from X3, specifically the Teladi ships.

Really like it :)
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 04, 2010, 12:15:07 am
Click me (http://www.box.net/shared/2ohe8t08zy)
Title: Re: Design issues (making a model)
Post by: General Battuta on October 04, 2010, 07:14:00 am
Reminds me the Uglies fighter pack from Blue Planet :P. Cool model, cool textures, cool suns, cool lightning, cool backgrounds. Nice work :yes:

Actually, someone else (Vasudan Admiral or Galemp?) deserves credit for the Uglies.

Shivan Hunter, are you using the new per pixel lighting shaders?
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 04, 2010, 08:10:14 am
If you mean the ones The_E posted in IRC, I couldn't see normal maps on those at all, so I removed them.
Title: Re: Design issues (making a model)
Post by: Hades on October 04, 2010, 09:34:45 pm
Actually, someone else (Vasudan Admiral or Galemp?) deserves credit for the Uglies.
Galemp made the originals, VA made high-poly versions.

If you mean the ones The_E posted in IRC, I couldn't see normal maps on those at all, so I removed them.
It's an nvidia driver issue. Yes, you nvidia fanboys, the latest drivers cause the shaders to work but the normal maps to stop functioning with the new ppl shaders. :p
Though I believe it's been fixed.
Title: Re: Design issues (making a model)
Post by: Shivan Hunter on October 04, 2010, 10:00:30 pm
So what do people think of the model? Crappy? Awesome? One big mesh error?

I'll put the DL link in the first post as well.
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Nyctaeus on October 05, 2010, 08:03:16 am
It's awesome :D, ideal for pirate fighter. Effects are cool too, I'll use some of them in Shadow Genesis.
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Kobrar44 on October 05, 2010, 09:56:44 am
It really would make a good pirate fighter. And I like the asteroids ^^ Model is definitely not a mesh error. It is ugly, but it only makes it look more 'hand-made'. But I dislike the backgound and part of the effects xP But the rest is definitely worth using. I wish I was more experienced so that I could give you some technical advise, because right now I have to leave you with 'I don't like it because I don't like it' kind of the opinion.
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Snail on October 05, 2010, 01:35:47 pm
Whoa sweet.
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: T-Man on October 05, 2010, 04:04:26 pm
This is a really nice model; quite a departure from the stereotypical Freespace ship, which is always nice to see. Definately agree that its blocky, simplistic look would best suit a pirate or rebel force, or maybe Pre-FS1 projects such as Wings or 158th could make use of it.

I look forward to seeing the other fighters; i reckon your going to have a nice looking series here :cool:
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: rscaper1070 on October 06, 2010, 11:40:37 am
I was wondering, since the pilot uses sensors to fly, if they get damaged or knocked out can you make the screen flicker or go black?
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Shivan Hunter on October 06, 2010, 03:43:06 pm
Well, the regular sensors subsystem controls targeting and the radar. The visual sensors subsystem on this fighter would probably be made up of several well-armored, redundant systems since it's so important.

Besides, this one technically _has_ a cockpit, even though visibility is really limited. Look at the front of the fighter, on top.
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: varsaigen on October 13, 2010, 02:09:20 pm
There was an EVE art contest on DA. That has got to be a good source of inspiration. HUNDREDS of ships and ideas. :)
Title: Re: [RELEASE] TF Ion (previously the Shivan Hunter learns to model thread :P)
Post by: Moonred on October 24, 2010, 09:15:14 pm
There was an EVE art contest on DA. That has got to be a good source of inspiration. HUNDREDS of ships and ideas. :)

But most of them are EVEish.
Like my Omega which is in top 15 ;D