Author Topic: Seth [RELEASED]  (Read 39161 times)

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Offline Spoon

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Faithful and a good improvement  :yes:
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[02:44] <@Axem> with 2 of them

  

Offline The Dagger

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Thank you so much for your comments! I'm glad you like the model.
Now, regarding some aspects:

is your glow maps off?
Yes, the glow map is off, but the glowy areas are still modeled a little recessed.

(I never noticed before how much of its general shape the Tauret owes to the back end of the Seth.)
Wow...Can't unsee! The "belly" textures are almost identical!

- About the hull plates, I think it would be best to bake them into the normals, that should save quite on a few polies.
If possible I will try to keep those plates modeled... I like them the way they are.
But in the end if it really looks the same I may change my mind. I will have to test it.

- Furthermore, I'd suggest making the top gun barrels a little fatter; they seem almost frail right now.
Agreed and done.

- Another nice touch would be if you make those 'flaps' on the back a separate subobject, so they can rotate on afterburner like on the MVP Horus.
Agreed. Those "flaps" are actually not linked to the mesh for that reason. I've taken care so that they can do the same rotating movement without colliding with the hull. Even if I don't know how to make them actually do it ingame yet.  :D

About the cockpit, I've already test the Tauret's cockpit and it fits perfectly... I don't know who the author is but if I may, I will use it.

Regarding the UVmapping/Texturing part, I will surely UVmap it, but texturing is something I've never done... that doesn't mean I won't try.  ;7

 

Offline mjn.mixael

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You can use the Vasudan cockpit. I think VA made it (not sure though). Regardless, it's definitely available for this kind of use.
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Offline SypheDMar

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Fully agreed with Snail. By the way, is your glow maps off? Just want to make sure you know that the Seth has some blues in it in case it affects how you would incorporate it to your model or in case you end up texturing it.
You realize that glows are a MVP addition, right ? If one wants to base himself on the pure retail Seth, it's his call.
As Snail said, retail has blue too. Calm down, man. I was basing my comment on the retail. I only meant to let him know in case he didn't, which he confirmed that he did in fact know and modeled in the recess to boot.

 


Oh, my. Superb.

Also, #1 tip: Be self sufficient. Know how to UV and texture it yourself. Way too many meshes get completed and then come to a halt because the modeller tries to get someone else to finish it for them, and that someone else seldom wants to see it completed as badly as the person who started it.

Yeah SCREW those people that did that thing which I totally never honestly everever did. Nope. >_> (But seriously, it's good advice.)

 

Offline Col. Fishguts

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Fully agreed with Snail. By the way, is your glow maps off? Just want to make sure you know that the Seth has some blues in it in case it affects how you would incorporate it to your model or in case you end up texturing it.
You realize that glows are a MVP addition, right ? If one wants to base himself on the pure retail Seth, it's his call.
As Snail said, retail has blue too. Calm down, man. I was basing my comment on the retail. I only meant to let him know in case he didn't, which he confirmed that he did in fact know and modeled in the recess to boot.

As a matter of fact, if you play FS1 in GLIDE (Voodoo) mode, you'll notice that the blue bits do in fact glow (as do the red/white dots on other fighters).
FS1 ships have a entry in ships.tbl that specifies which colors (in RGB) on the map are not affected by lighting, letting them render at full brightness, which is basically the same as having them in a glowmap.
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Offline Dragon

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FS2 has this too, $ND: or something like that. I don't think it works anymore.

 

Offline Col. Fishguts

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I think in retail FS2 running on a Voodoo card it should still work. When I played FS2 the first time it was in D3D mode and I was so amazed by the 1024x768 resolution that I didn't notice the missing glows until I replayed FS1 with the Voodoo2 much later.

Back on topic, I like this high-poly version of the Seth a lot... keep going.
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Offline MatthTheGeek

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Yeah, the $ND thing was for some old rendering mode that is definitely not supported anymore, and glow maps do that much better now anyway.
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Offline headdie

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yep $ND was a feature that was designed by :v: to work with the Glide rendering technology used by the old Voodoo cards, which at the time of FS1 there was very little serious competition for, Nvidia Riva was starting to get to the point of being household but there were more Voodoos than anything else at the time.
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Offline The Dagger

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Time for some pictures!

I've decided to keep an low-resolution model and a high resolution one. This way, I can have a lot of detail in my high resolution model and bake it into the other which has the same shape but much less polys (low resolution one is a little over 2.5k tris (whithout cockpit)). So, here's a little picture showing both of them:


And these two are just to show blue glows in action:



Next I'm going to put the cockpit and add some greeble.
« Last Edit: December 01, 2012, 08:49:14 am by The Dagger »

 

Offline Kolgena

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Baked glows are da boss.

For some reason reminds me of a batmobile.

 
You've demonstrated extreme aptitude with modelling and artistry. Bravo.

yep $ND was a feature that was designed by :v: to work with the Glide rendering technology used by the old Voodoo cards, which at the time of FS1 there was very little serious competition for, Nvidia Riva was starting to get to the point of being household but there were more Voodoos than anything else at the time.

uuuugh oh my god flashbacks of getting glide to work on my voodoo banshee help me someone please

I had totally forgotten I'd ever owned a Banshee D:

 

Offline Rodo

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2.5k, maybe you can bring some of that paneling geometry back to the model, because what's the normal polycount on a regular htl fighter model these days? I thought it was around 6k like the loki.

Oh and those glows look really good :yes:
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Offline mjn.mixael

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The Medusa is around 17k. For a fighter I go for around 10k.
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Offline Hades

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The Medusa is around 17k. For a fighter I go for around 10k.
This. You could keep all that paneling on the model and have a bunch of polies to spare, honestly.
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Offline The Dagger

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Got it!
The high-poly one is around 11k. I'll use that directly then...

 

Offline bkd86

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Keep your low poly for a LOD model.

 

Offline Rga_Noris

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...probably easier to remake the low-poly after you finish UVing it.
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Offline pecenipicek

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Regarding the UVmapping/Texturing part, I will surely UVmap it, but texturing is something I've never done... that doesn't mean I won't try.  ;7
Care to document the process you will go through? For those of us who are stuck in the old rut of "Model = perfect, UV = ok-ish, Textures = cant do it for ****" ?


btw, what is the triangulated polycount?
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