Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: peterv on December 08, 2010, 02:38:21 pm
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(http://a.yfrog.com/img28/998/hcoa1.jpg)
(http://a.yfrog.com/img222/1276/hcoa2.jpg)
(http://a.yfrog.com/img528/8274/hcoa3.jpg)
(http://a.yfrog.com/img816/9441/hcoa4.jpg)
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YES! YES! YES!!!!
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:jaw: i got dibs on the 1st one, my garage needs that :D
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First, great thing you're working on it! However, it is rather hard to spot the differences in textured mode... I suggest that you take some more artistic freedom with it :)
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Bricks have been shat today. Only thing I can say is that the textures need to reflect the fact that the mesh has been updated.
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I think ingame lighting will show off the differences just fine. Awesome work :yes:
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I think it deserves a new texture anyway.
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Great! I love your skills man ;) .
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oh yes!, nice Christmas present :yes:
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Nice work, glad to see some more cannon fodder get well deserved make overs.
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Try taking on a wing of them on Insane and say that again. :)
I wonder if the reworked version will still have a hole in it's front sheilds (which, I belive, was skipped by :v:'s testers, because none of them had guts to actually attack this thing from the front). :)
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Yaaaaaaaaaaaay.
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The stock texture hides a lot of the wonderful detail that you added. But it looks great.
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Wow that looks good.
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Again, good Sir, you are making HTL's the way they're supposed to be made. Mad props, Sir, MAD PROPS!
:yes: :yes: :yes:
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It's true the texture hides most of the detail, but I imagine with proper lighting all the extra work will pay off. Well done.
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Or someone can volunteer to do a new texture. But that's probably just wishful thinking on my part.
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If you've got an unwrapped model I'll have an hour to kill on the train friday night en-route to my womans residence. I'd be happy to give it a try. . . .
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Oh, there's nothing WRONG with the texture (it's a nice high-res one from FS1, not a crummy little one from FS2.) It's just hard to see what's changed when the model is mapped and uniformly lit.
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It's pretty nice, in fact, it's better than the original. However, I think a lot more creative liberty could have been taken, as most of the detail you can put into it from texture (at least, on fighters/bombers) would be more noticeable with good normal maps, and would be better spent improving the shape, smoothing parts out, etc.
And it's very good to see you again, peterv! :D
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Seraphim always was scary to me, in those large powerful formations. Now it looks great, too. :yes:
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Needless argument over HTL-ing philosophy split out. Keep it civil, people.
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It's pretty nice, in fact, it's better than the original. However, I think a lot more creative liberty could have been taken, as most of the detail you can put into it from texture (at least, on fighters/bombers) would be more noticeable with good normal maps, and would be better spent improving the shape, smoothing parts out, etc.
And it's very good to see you again, peterv! :D
Very nice to see you too my friend! :D
As for the creative differences, it makes me very happy that the (rest of) the FSU team are much more open minded than me :lol:
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I was thinking this was going to be a remade GTF Angel to actually look good instead of having that weird beak for a nose, but this is awesome too. :)
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I don't care about these goddamned creative differences, I'm just glad there's someone with enough balls to tackle Shivan ships.
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I was thinking this was going to be a remade GTF Angel to actually look good instead of having that weird beak for a nose, but this is awesome too. :)
Haters gotta hate
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IMHO if the model has a full UV map you really can't go wrong my modeling in the detail implied by the texture. Tilemapped ships are another story, there's a heck of a lot more leeway involved in interpreting those for high-poly models.
Anyway, this looks great. Any sign of a POF anytime soon?
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There are ~ 600 more polys to reach the limit and then (this weekend hopefully) it will be ingame.
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I don't care about these goddamned creative differences, I'm just glad there's someone with enough balls to tackle Shivan ships.
Thiiiiis. Shivans have the most untouched ships out of the three species (for obvious reasons), so it's awesome to see someone finally giving one of them some loving. :)
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There are ~ 600 more polys to reach the limit and then (this weekend hopefully) it will be ingame.
YEAH BABY!
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YES! YES! YES!!!!
same reaction
Shivan ships really need a facelift. :)
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Test pilots suit up :pimp:
(http://img151.imageshack.us/img151/237/thcoa.png)
http://www.mediafire.com/?es032k0wcvv1v10
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Neat. Commited to FSU SVN. :)
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The red "cockpit glass" is starting to look like the visor of some sort of anime robot head.
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Reminds me of a Cylon visior (sans the running light).
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Sounds like the start of a new Shivan theory.
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Considering the number of humans discovered to actually be Cylons, it wouldn't be so suprising. :)
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I just checked, and it appears that all your firepoint normals are wrong. I think that the primary and secondary banks don't make a difference unless that flag to enable non-forward-facing-normals is enabled, but the turret firepoint positions and normals are way out of position. Also, it too may not make a difference, but there is no rotational data for the parts of the turrets.
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Turrets need no rotation data. Don't bother.
But yeah, the other stuff should be cleaned up.
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fixed (added the rotation data too, since the retail has them): http://www.mediafire.com/?7q74y6mcysglo2t
But Droid803 is right. I've being flying around some of them trying to see the turrets rotating and i couldn't see absolutely nothing :cool: