Author Topic: I'm finally up to the task (methinks)  (Read 6653 times)

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Offline StratComm

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Re: I'm finally up to the task (methinks)

No offense Trashman, but I don't think so.  The yellow line pretty clearly outlines the cockpit in the original model, and that cockpit definitely slopes down a little bit in the front.  From what I can tell, yours has the transparent portion slicing off at a plane.  It looks like you already should have cut more of the nose off for the cockpit.

I might add, though, that I actually see quite a few differences between this model and the retail :v: one in areas where the level of detail has not improved but the shape has changed.  Did you model this completely from scratch?

Yeah I did it from scrath...but  Iused hte normal Athena model (untextured) as a guideline and that way my mistake. If you look at it untextures it looks like the cockpit end up much higher..anyway, I fixed hte thing:
http://dj.rogueserv.com/TRASHMAN/Pics/AthenaProblem.jpg

Yeah, where you drew that red circle should never have been a transition from glass to solid in the first place.  You didn't need to actually change the geometry, just remap part of it to cockpit like it always should have been.

It's almost always a better idea to work from a textured model when one is available, especially on unwrapped models like the Athena.  Otherwise you wind up with texturing inconsistancies when you reapply the original maps, as is the case with the cockpit.  Especially with the ultra-low poly characteristics of :v: models, as most, if not all of the detail is in the maps.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline aldo_14

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Re: I'm finally up to the task (methinks)
Yeah, where you drew that red circle should never have been a transition from glass to solid in the first place.  You didn't need to actually change the geometry, just remap part of it to cockpit like it always should have been.

It's almost always a better idea to work from a textured model when one is available, especially on unwrapped models like the Athena.  Otherwise you wind up with texturing inconsistancies when you reapply the original maps, as is the case with the cockpit.  Especially with the ultra-low poly characteristics of :v: models, as most, if not all of the detail is in the maps.

To be fair, AFAIK he wasn't working on the Athena so much as a rather similar looking Mark 2 model he did a while back.

  

Offline TrashMan

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Re: I'm finally up to the task (methinks)
Yeah, where you drew that red circle should never have been a transition from glass to solid in the first place.  You didn't need to actually change the geometry, just remap part of it to cockpit like it always should have been.

It's almost always a better idea to work from a textured model when one is available, especially on unwrapped models like the Athena.  Otherwise you wind up with texturing inconsistancies when you reapply the original maps, as is the case with the cockpit.  Especially with the ultra-low poly characteristics of :v: models, as most, if not all of the detail is in the maps.

To be fair, AFAIK he wasn't working on the Athena so much as a rather similar looking Mark 2 model he did a while back.

Try allmost indentical :D

the only differences are teh extra missile launcher on the belly, the slighly different strut behind the cockpit (where lasers shoot out) and a big gentler curve on the wings (and the underside of hte wings is handled a tad differntly).

What can I say - hte model is nearly perfect as it was :D
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