So, um.....YEAH.
![:nervous:](https://www.hard-light.net/forums/Smileys/HLP/nervous.gif)
I actually have no idea why I picked this, of all ships to model. If anyone's ever played X-wing vs. TIE Fighter or X-wing Alliance, you know that these ships are virtually death-traps whose shields may very well be non-existant (I'd rather fly a TIE Fighter then one of these things, at least the cannons are mounted in a decent position where you're more probable to hit your target).
Anywho. It's been a while since I've modeled anything for game engine, and even longer since I've used 3DS Max for doing it, so here goes.
![](http://www.maje3d.com/WIPs/z95_03.jpg)
![](http://www.maje3d.com/WIPs/z95_04.jpg)
![](http://www.maje3d.com/WIPs/z95_05.jpg)
![](http://www.maje3d.com/WIPs/z95_01wireframe.jpg)
![](http://www.maje3d.com/WIPs/z95_02wireframe.jpg)
So, there you have it. Granted, it's still missing things like a PILOT, fully decked out cockpit interior, and a few other misc. details, but in general, this probably the equivalent of maybe 8 or 9 hours of modeling, plus refamiliarizing myself with how Max operates (I'm primarily a Maya user).
There are probably a whole slew of polygons I can get rid of on the fly to make this baby more mesh efficient. Likewise, if anyone can spot any errors or trouble-spots, please go right ahead. Last time I modeled anything for a game engine was for a college-level Half-life 2 mod for class, and last time I implemented anything into a game engine itself was the year before that for Unreal 2K4 (and before that, X-wing Alliance for the XWAU).
Speaking of which, if any of you guys still play XWA, or visit
www.xwaupgrade.com, I went by the name Admiral Andy and had made some models of the Supa Fighter, MC40a
Lulsla-class cruiser, Mobquet Transport, Utility TUG, and space mines (those were my first models and textures, made in Rhino and Fireworks).
Granted, that stuff is hopelessly outdated, and I can do much better now.
![:D](https://www.hard-light.net/forums/Smileys/HLP/biggrin.gif)