Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on September 07, 2006, 02:16:58 am

Title: Vindicator Mk 2
Post by: Scooby_Doo on September 07, 2006, 02:16:58 am
Vindicator Mk 2.  (heavy superiority fighter [similar to excalibur in nature])
The body was from the original vindicator, the cockpit hull was from the excalibur.
(http://img.photobucket.com/albums/v356/Shodan_AI/vin2.jpg)

Title: Re: Vindicator Mk 2
Post by: PotzUK on September 07, 2006, 03:36:04 am
oooh, I'm liking that  8)
Title: Re: Vindicator Mk 2
Post by: Wobble73 on September 07, 2006, 05:05:51 am
Something about the nose and the cockpit reminds me of the Firefox form the movie. Stick a couple of fins under it and there you go!


Piccy (http://uk.geocities.com/hindgunship/firefox2.jpg)
Title: Re: Vindicator Mk 2
Post by: Starman01 on September 07, 2006, 12:31:42 pm
Wow  :eek2:  This one, and your modified bloodfang are truly your best models   :yes:
Title: Re: Vindicator Mk 2
Post by: Scooby_Doo on September 07, 2006, 01:34:21 pm
Thanks  :)

Actually this one was one of the easiest ones to do.  Only thing thats bothering me is I can't find a good nose art.  I wanted talons on the plyons and a eagle or shark  head on the nose.
Title: Re: Vindicator Mk 2
Post by: Taristin on September 07, 2006, 01:40:21 pm
I know someone here is going to interpret this as me being insulting, but now that you are more or less mastering creating these kinds of meshes, and UV mapping and texturing them, I'd like to suggest that you start to go back over them, add little bits of detail here or there. Add subtle curves to the large, flat blocky areas, add little greebles, recessed panels, slightly chamferred edges to the pointy abrupt ends.

More and more it'll make the meshes look more realistic. You've got the low poly technique down, but why limit yourself to that? You look to have the potential to create very detailed, possibly ornate meshes, but you keep them rather primitive (in regards to angles, detail, etc.)

Now, I may be grossly mistaking what the WC universe is supposed to look like, but I do think that there's room for a lot more detailing, and subtle model changes without detracting from a blocky, utilitarian look to the ships.


In any case, keep modelling, wether you consider what I said or not, you are doing quality work and in short time. :yes:
Title: Re: Vindicator Mk 2
Post by: Tolwyn on September 07, 2006, 02:03:48 pm
Now, I may be grossly mistaking what the WC universe is supposed to look like

You may.
Title: Re: Vindicator Mk 2
Post by: Taristin on September 07, 2006, 02:13:58 pm
Now, I may be grossly mistaking what the WC universe is supposed to look like

You may.

I have seen that the ships are rather plain and.... not stylized, but that doesnt mean that they have to be low detail, does it?
Title: Re: Vindicator Mk 2
Post by: Starman01 on September 07, 2006, 02:28:47 pm
I think what Tolwyn meant is, that you are right :) Ships don't have to be plain or lack detail just because they are from the WC-Universe. Older models, especially WC3 were rather plain because of the engine limitations (less than 100 polygon or even less). But I think that we have already successfully gone beyond that point :)
Title: Re: Vindicator Mk 2
Post by: Scooby_Doo on September 07, 2006, 02:43:06 pm
Well these aren't exactly low poly, most medium fighters lod 0 are in the 2000-3000 range.  Some of the edges are chaffered, while some of the other edges remain hard, which they should be.  Maybe a wired frame version would be more useful. I suppose I could bevel the panelling, but that'd look weird.  Oh well..... :blah:

Little over 2000 polys
(http://img.photobucket.com/albums/v356/Shodan_AI/vin3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/vin4.jpg)
Title: Re: Vindicator Mk 2
Post by: Taristin on September 07, 2006, 06:30:09 pm
Ah, it really doesnt look all that high poly textured... :blah:
Title: Re: Vindicator Mk 2
Post by: Scooby_Doo on September 07, 2006, 08:42:15 pm
Well the body is only some 500 polys.  If I bump that up to about 2000 then the whole things going to be over 4000 and I'd like to keep medium fighters under 3000 if possible.  Also I'm waiting for bumpmapping support, that'll do more than a bunch of bevelled polys. 

Meh, maybe someone else wants to play with it. I'll give it out as is....
Title: Re: Vindicator Mk 2
Post by: Taristin on September 07, 2006, 11:08:18 pm
No no... Im not saying that it has to be obscenely high poly...  I dont even see where you could put anothe 1500 polies and make an impact. But I could see another 2 or 3 hundred, perhaps.


Title: Re: Vindicator Mk 2
Post by: Scooby_Doo on September 07, 2006, 11:54:30 pm
Ohhhh that I can do  :)  In fact I've done some beveling that doesn't effect the uvmap.  Some of my models I just want to get done with and move on, some I want to tweak out, a lot of it depends on how much I like the model.  The bad thing about hipolys isn't the uvmapping it's PCS acting like a spoiled kid not wanting to eat his veggies LOL

Actually I'm more worried about my high poly Neph. models, since i'm designing them to be used in-game in very large wings (much more than in fs2)