Author Topic: Marauder Corvette  (Read 20372 times)

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Offline Pred the Penguin

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Seems odd that a cap ship with no fighterbay would only have anti-cap ship weapons, but that seems to fit it's description better.

 

Offline TopAce

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If it says turbolasers, make them turbolasers. I'd also add some ion cannons, because it would make sense for an anti-pirate corvette to have them.

The missiles will do as anti-fighter defense.
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My memory of XW:A is a little fuzzy, but may I suggest something:

the marauder corvette was used mostly by pirates, smugglers etc. in XW:A. Whether it's a coincidence or the developers specifically used that name for the ship, but it sounds like a pirate vessel. I would suggest that those two ridiculously over-sized barrels are actually massive turbolasers (or ion cannons) that are generally far beyond the capacity of the ship's reactor to power them up for combat use, so they're more like one-time affair. If it's a pirate vessel it would be used to attack convoys or loner merchant ships (something that can fit Rebel mission profiles, too) then those huge turbolasers may be of use - a single powerful shot to cripple any freighter that refuses to surrender in the shortest amount of time.

After firing, they small ship reactor would need some time before charging them for another use. It's an overpowered hit-and-run weapon, not a straight "broadside exchange" capital ship weapon.

Okay, I pulled this off mostly from my imagination, pirate lore and memories from XW:A, but IMHO it makes more sense than having a 190m slow corvette with weak shields and a small reactor being a purpose-built anti-capital ship... or anti-fighter, it just doesn't look right for that role.

 

Offline newman

  • 211
Yes, low refire rate turbos were already suggested and seem like the most prudent course of action. Agree on adding ion cannons, would make for a perfect pirate, or anti-pirate ship.
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Offline MR_T3D

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slow turbos and giving it fighter-like AI.
I can imagine doing a mission escorting them as they do an attack run on a VSD...

 
Alright, then I'll put two types of turrets, one set for turbolasers and the other for ion cannons.

I like the feel of them in this here sketch:

[attachment deleted by ninja]

 
Texturing in progress:

[attachment deleted by ninja]

 

Offline Archaic

  • 26
looks a bit cartoony ATM, but im sure its just 'cause its WIP

looking real nice, regardless.

keep up the good work

 
Actually, I was just going to make a light map and call it done. Any suggestions?

 

Offline TopAce

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I quite like the shape, overall design, and texture resolution. I'd change the yellow parts to something darker, more frightening. Remember that the Marauder is primarily a pirate ship, so make it scary-looking.
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Offline chief1983

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Suddenly, I feel the Marauder would look amazing as a Reaver ship.
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Offline swashmebuckle

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That's looking great, though I'm also not a huge fan of that yellow.  Awesome work expanding the ship set over the past few months, bobbtmann! :yes:

 

Offline newman

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Yea the yellow looks weird. I'd desaturate and darken it a bit. I'd also add a lot more wear & tear to the whole ship.
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Offline CountBuggula

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Meh...still not a fan of the ship in general, mostly because it still looks like a really big fighter, but that doesn't stop this from being an excellent looking model.  Good work.

As for improvements, I'd say putting a WHOLE lot more detail in the texture around the engines would add lots to improving its feel of scale.  Greeble that sucker up.

 
Okay, the ship has been finished and uploaded.



Here's the yellow version, with the dirt layer:



So yeah, glad to finally get that out the door.

 

Offline swashmebuckle

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Looks great, and I just wrote it into one of our campaigns :D

 

Offline brandx0

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Looking good.  My only suggestion would be for the dirty version to have some paint chipping and fading.  I find the best way to do this, with chipping, is to use a hard edged, random brush with 100% opacity and create a new layer on top of the paint layer, painting a basic undertone colour.  Then for fading I use the same colour but a very low opacity and soft brush to add some variation.  Also with the dirt I try to incorporate details from the normal map in, for example, if I had a splotch of dirt on a flat area and there's a raised surface on the normal map that intersects with that splotch, I'll erase some of that dirt on the raised portion, I find it really helps increasing the realism of the dirt to combine that with different patterns of dirt on different plates of the surface.

For an example, I'd suggest looking at the Tantive IV studio model, notice how the raised areas and plates break up the dirt, also the chipped and faded red trim.



We have a full gallery of refs on it here, if you want to take a look:  http://swc.fs2downloads.com/reference.php?subdir=3dscifi_Jedilaw%2FTantive_IV%2F&page=1&sort=MTIME_DESC&images=0
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Offline zookeeper

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Good job with this. :yes: The subsystems especially look good and that set of working files you uploaded is great. I have a lot on my plate right now so I probably won't convert this right away, but it shouldn't be a lot of work so I'll get around to it eventually.

 
I'll revamp the paint texture then and add the chips to the normal map, then. Should make it look more used and second hand.

 

Offline brandx0

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I add a little of the paint chipping to normal maps for fighters, but I think on a larger ship like the marauder it'd break the sense of scale.  After all, even a slight difference on the normal map is a significant height difference on a large ship, how thick is the paint?  See what I'm getting at?
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
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