Originally posted by Bobboau
the new polys on the new lucifer seem to be makeing it look fat and thus less evil, try useing concave curves rather than the convex ones your useing now (that's the big diference IMO between shivan and vasudan design, vasudan ships use convex curves, shivans use concave, concave curves tend to lead to a lot of pointy bits). also I'd sudgest abandoning the overal texture map here, use it as a guide to seperate the hull into diferent sections that could be covered by tileable maps, there is a multi-texture effect that I've been thinking about trying that I think would be very good for this situation were you would be able to blend the old single overall texture over top of a bunch of tiled textures, useing two sets of geometry and alpha blended textures.
Interesting idea with the alpha blending, though wouldn't it end up using a lot more system resources than it should? (assuming you mean have the tiled textures underneath showing through bits of the main map to give it depth/ 3d detail). What exactly was the effect you had in mind?
Anyway, it's a pretty old upgrade now (nothings changed since i posted those same pics in the 'test this plz' initial high poly fenris thread

) - when I get round to it i'll probably use it as a base, doing those recesses etc, (i'll keep the convex vs concave curves thing in mind.

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I have some other ideas for geometry/texture changes that should end up making the lucy look quite evil indeed, but I'd also like to stick as close to canon as possible, without sacrificing look. Basicly adding the detail I think [v] would have (and did in the cutscene lucys case) added if they had higher poly limits.

In regards to shield effect, whatever ends up working I guess, though the shield decals does sound pretty good.

errr, in an attempt to re-rail the thread (

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Krackers, will you be putting Nico's pilot dude into the cockpit? If that was done for most ships it would look very impressive methinks.
