Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Doko on April 23, 2013, 09:00:40 pm
-
htl-ra-wip (View in 3D (http://p3d.in/14RGP))
(http://p3d.in/model_data/snapshot/14RGP) (http://p3d.in/14RGP)
The model is pretty much what you see in the retail texture. It has a very distinctive silhoutte so not a lot of changes to the surface. Added a little bit more detail on the thruster but nothing major and changed the angle on one of the side plates to better match the flow.
Would like some more feedback before I continue with rigging and lods.
Thanks to #scp-fsu for their feedback and guidance.
-
Looks good so far, but one pre-emptive request: model the Moon. :D
-
Get out. We have too much of one Dekker.
-
Looks good so far, aaand...
Lets get Dekker in here so we may have a DOUBLE DEKKER! And fly away never to return.
-
Looks good so far, but one pre-emptive request: model the Moon. :D
Dammit you beat me to it! The Moon is a piece of classic FS history, it definitely needs to be kept - and since we don't texture windows that way anymore, modelling it seems like the only option... :D
-
Get out. We have too much of one Dekker.
i so confuzd :confused:
-
Nice, however I'm still somewhat puzzled by the need of polygonizing what just a competent set of normal mapping could do, specially if those lines are never important to the outline of the ship...
-
I'm still puzzled by the need people have to be stingy with polygons on small space craft when we already have 17k bombers and 8k sentries...
Normal maps are great.. but if you have the poly budget, actual polies are better.
-
It was a general comment, but you're right. We do have the budget.
-
Also, normal maps have a definite failure in presenting detail in profile or in close proximity, so when and where possible, the details really should be present.
(By profile, look at the "backbone" or top "crest" of this Ra from the side. You'd have no actual bevels there, but when viewed just right, your brain would try to tell you that you did. And that would suck.)
-
Do you plan on incorporating any visible internal cockpit to this model?
-
Do you plan on incorporating any visible internal cockpit to this model?
There's some things that need to be worked out, if its gonna have a cockpit the windows will need extra attention as well and there's 5 of them. I'm planing on finishing a basic UV layout, LoD's and hand off the model to someone with more experience to play around with cockpits and 3d windows if they so desire.
I started working on this to help FSU and practice my modeling, figured a vasudan escape pod that I've barely ever seen used would be the perfect ship to start. If It sucked... no harm done. It certainly served its purpose and seems to have been well recieved for the most part.
-
Also, normal maps have a definite failure in presenting detail in profile or in close proximity, so when and where possible, the details really should be present.
(By profile, look at the "backbone" or top "crest" of this Ra from the side. You'd have no actual bevels there, but when viewed just right, your brain would try to tell you that you did. And that would suck.)
You know, that's what I said. I said "when those lines aren't important to the OUTLINE of the ship". Perhaps it's a language thing. By outline I mean the profile. And what about my brain telling me that the crests exist? That's the purpose of the normal mapping, to tell you that the shape of the ship is not what the polygon bare representation would tell you, but something more complex. Anyways, I already agreed with the budget argument, it's undeniable.
-
VAss? Plz, no. Why not add your own easter egg, to keep things fresh?