lol, thanks you two.

- much appreciated, and the error will probably work better at drawing attention anyway.

Edit: lol, it overrode all the highlights on the main page

Originally posted by TrashMan
Well, i have made it look how *I* think it would look with 5000 polys. So what's hte problem?
Nothing's really *wrong* with it, but to me it looks like the regular hecate with details tacced on, which is not a good way to HTL.

It doesn't look 'built' or 'more realistic' so much as it does the old model with more details. What you want to aim for when HTLing is to take the features of the original, and not so much add stuff to them, but improve them and make them look neater/more real/built/alloftheabove.
THEN you can add details like the part on the radar dishes pylon to really finish off the job.
Eg, the textures and design of the Fenris are solid and good, but the model was restricted by polycounts. Karma fixed that by modeling in those dark recesses and the stuff inside them, the structured and windowed sections on the rear, smoothed off the rounded engine parts etc, and it looks brilliant for it - the details really bring the model to life.
If instead, he'd just extruded little boxes here and there, added little trim sections to some edges etc, it would probably look worse than the original, or at the very most like a fenris with boxes and little trim sections on it.

Edit - forgot this bit:
Now granted that a lot of the FS2 ships like the hecate, aeolus and triton etc, are just so poorly built and textured that this sort of approach needs to be modified. In these cases, you will usually have to just pretty much rebuild the model - keep the design and overall features, and then add whatever looks like it would improve the 'character' of the ship, but not unnessecary parts.
Eg, antennae would look really out of place on the aeolus, so neither me nor Raptor put em on. However, the overall middle sides and top of the original looked like they were meant to look heavily armoured - moreso than the rest, so we made em look chunky and relatively unbroken by detail.
Originally posted by Flaser
I think you could retin the hard-edges (they are very characteristic IMHO) on the arms.
However the hardness should also have a function.
You could overlay them with big pieces of armor plates, somewhat extruded from the base geometry.
That would convey, that the interior is complex, and has an intricacy to it, however the system itself demanded heavy plating (which is sensible given, those are the main arnament of the ship).
The roughness shows how thick and brutal the armor is - NO COMPROMISE.
I might be mis-interpreting you, but do you mean bump additional crab-plate-like chunks out of the arm? If not, well, here's some pictures you could draw the modifications onto if you like.

http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms2.jpghttp://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/LuciferArms3.jpg