Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: WeatherOp on November 18, 2005, 08:57:05 pm
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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. :)
(http://i10.photobucket.com/albums/a120/weatherop/tauret1.jpg)
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that looks cool so far......
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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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The point of HTLing should be to de-emphasize the triangulation.
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What happened to the gun mounts?
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Yeah, it certianly seems odd...
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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.
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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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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.