I've got it. It's still an SKP though.Can you maybe export it to obj or 3ds? I remember someone wanting to finish it (perhaps Esarai) but I don't remember. Since I've learned how to UV Map I'll probably just try to finish it myself if no one else wants to.
True, I don't think any of his ships are going to be touched by himself any time soon, if ever.As long as we don't criticize his ships in any way... :p
You know, the scale of the ship is dependent on very little. Textures, turrets, even a lot of POF data can be done without even worrying about the scale. What I'm trying to say is - it might be acceptable to have two versions - one destroyer scale and one smaller (though for a full destroyer it would benefit from a few more turrets on its broadside...)
And for anyone wondering, I'm pretty sure that the holes in the front of the engine nacelles are intended to be hangar entrances.
Yeah on the frigate sized version, the hangars would probably not make much sense at all.Why? The USS Nimitz is smaller than an FS2 cruiser but can hold around 80 aircraft. The proportion of a destroyer's space devoted to fighters is probably rather small.
If I import .3ds in max it becomes an editable mesh which is a mess to work with. Is this not the case for Blender?
About how much of a mess it is to work with?If I import .3ds in max it becomes an editable mesh which is a mess to work with. Is this not the case for Blender?
can you be more specific?
If I import .3ds in max it becomes an editable mesh which is a mess to work with. Is this not the case for Blender?
Well for one, every single polygon seem to act like its a seperate object, its no longer attached to the ones next to it. Unwrapping it for a map produces a puzzle of hunderds of seperate little faces etc.
In short, its uneditable for me.
if there was material information and a properly set up object tree blander hasn't picked it