Author Topic: New Model (Sort of)  (Read 2106 times)

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Offline StratComm

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I just finished another quick hull model, but I still cannot figure out the tricks of trespace 1 texturing so yes, the mapping is crap.  Otherwise, any suggestions, comments, or advice would be welcome.

New Destroyer (Comp Pic)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline mikhael

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GROOVY. Can we get some front/right/top views? I like the hull design from what I can see of it. :D
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Offline an0n

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The front and middle sections look a little too blocky. Make them sleeker/cooler and it'll be perfect.
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Offline Galemp

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I like it, but I think it should have a little more surface detail. Maybe a raised surface with a row of windows around it, like the Orion, or a side mounted fighterbay. I think a few beam turrets mounted on it would make it look much nicer, too.
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Offline StratComm

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I updated the link to include top/front/side views; here it is again.

New Ship

I agree, it needs detail, but what it really needs is someone who can adequately texture it.  As for turrets, that is a part of TrueSpace that I have not figured out yet.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline StratComm

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It's all laid out, with some more detail and a longer hull and with turrets in place.  Now what it needs is someone to fix its funny texturing (on the main hull) and to set up its hierarchy properly (*cough* Woomeister *cough).  This link has both the new picture with the changes and a link to the .scn file if anyone would care to put it together.
« Last Edit: March 30, 2002, 10:26:12 am by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WMCoolmon

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Nice!! :yes::yes:
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Offline Nico

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Hey! this is very nice :nod:
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Offline diamondgeezer

Looking extremely nice, except for the nose - it's a bit of a turn off, do you think you could give it a beak like the Deimos or the Hecate?

 

Offline Nico

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I like the nose actually.
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Offline HotSnoJ

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Offline Ulundel

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Coooooooool. Looks more like a corvette to me...

 

Offline Stunaep

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Niiiice. The textures seem a bit stretched though at some points. What UV mapping did you use?
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Offline an0n

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Use a box (or a cylinder running length ways) to project the maps and it'll be good to go.
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Offline Stunaep

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Quote
Originally posted by an0n
Use a box (or a cylinder running length ways) to project the maps and it'll be good to go.


Listen to him! He knows stuff.
Then again, UV mapping is always a pain in the @$$
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Offline an0n

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Quote
Listen to him! He knows stuff.

Since when?
:rolleyes::D
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
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Offline StratComm

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I used a planer projection from the rear so that the engines would come out right, that's why the aft textures are so stretched.  The rest of the model is extruded and the faces took their own projections.  Would someone who can actually UV map with a box (or a cylinder that projects the ends as well) do that to the model for me ?  I'm using trueSpace 1 and it will not do that; when I try it messes up the faces pointing directly forward and aft (like engines).  Oh, and this is my second model with the program BTW.
« Last Edit: March 30, 2002, 05:18:45 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM