Author Topic: Specter of Space  (Read 7459 times)

Axem

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Specter of Space
« on: November 03, 2005, 04:02:57 AM »
High Poly GTA Charybdis! [size=-2]WIP[/size]

While the Bellona is put on hold for a bit (tired of it), I try out my skillz on making old craft new.

There's a WIP shot below. I still need to do the umbrellas, and I want to do a better transition from the neck to the body of the ship. It's an interesting ship. There's some good UV'ed parts that I can follow, and the rest of the ship gives me some freedom to give it some pizzaz.

So... comments, critisims, etc?

Black Wolf

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« Reply #1 on: November 03, 2005, 04:24:17 AM »
[colour=burlywood]Shibby. TBH, I'm incapable of giving detailed feedback, as I could never figure out exactly what shape the charybdis was trying to be. Still, it certainly looks nice now.

Oh, and when you map it, do you think you could do something about the windows in the neck? Canon or not, that's one of the stupidest things I've ever seen. It's as though the GTVA designed and built their ship, realized at the last second that they needed somewhere for the crew to live, so they just built a whole bunch of living modules on and stuck them on a huge stick out the front. So, err... keep the stick, but change the texs. I beg you.[/colour]
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Singh

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« Reply #2 on: November 03, 2005, 06:09:12 AM »
Knowing the GTVA, I bet that's exactly what happened.

FusionStorm

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Specter of Space
« Reply #3 on: November 03, 2005, 04:24:10 PM »
Cool. :D
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Wanderer

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« Reply #4 on: November 03, 2005, 04:54:29 PM »
It's great that work has begun with that model.

Original [v] model had many interesting features that included invisible rotating turret attached to the rader dome and turret firing points set only half a ship's lenght to a wrong direction. I was genuinely suprised that it's nose was pointing forward after the first time i had checked the model with modelview...

It's about time to get of that one.

Also if it doesn't go against the principles of HTLing the models you could perhaps move the docking point a bit forward. To the point where the forward boom begins. The normal one is a bit cramped.
« Last Edit: November 03, 2005, 04:57:39 PM by Wanderer »

karajorma

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« Reply #5 on: November 03, 2005, 11:04:41 PM »
Do yourself a favour when you've finished this one though. Don't use the [V] paths. They're a complete mess.

Axem

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« Reply #6 on: November 03, 2005, 11:37:09 PM »
Indeed, the neck is a very stupid thing. I would think a single Tempest could decapitate the ship.

There'll probably still be quite a few windows along the neck, but I'll beef up the armor around it (and by beef up I mean actually add some). Already you can see the braces I put around the neck. But it still needs more.

StratComm

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« Reply #7 on: November 04, 2005, 07:37:08 AM »
My opinion on the "neck" was that the window texture was trying to be random blinky things on the sensor array.  Not the best mapping choice, but certainly not supposed to be living space.  IIRC, they're too small for that anyway.

Axem

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« Reply #8 on: November 05, 2005, 05:22:00 PM »
Umbrella's done-a. Along with lots of other misc greebling and etc. What should the final poly count be for this? Currently it stands at around 4k polys, however its quite unoptimized, so that could go down.

Taristin

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« Reply #9 on: November 05, 2005, 05:26:46 PM »
That. Is gorgeous.
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DaBrain

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« Reply #10 on: November 05, 2005, 05:33:01 PM »
Wow... this awesome. :eek2:

Maybe we should put some new maps on it. I got a nice idea for the umbrella shine map. ;)
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Specter of Space
« Reply #11 on: November 05, 2005, 05:57:00 PM »
Very, Very Nice. :D
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« Reply #12 on: November 06, 2005, 07:39:50 PM »
That's okay as it is... now put textures on it.
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Black Wolf

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« Reply #13 on: November 07, 2005, 11:28:41 AM »
[colour=burlywood]Just confirming - you will be making a big UV map for this, right? rather than going back to tiles?[/colour]
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Axem

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« Reply #14 on: November 07, 2005, 06:04:09 PM »
If someone (I'm loooooking at youuuu DaB ;) ) wants to give it shiney textures, I'll sacrifice what sanity I have left to make a full UV map for it.