#3
They're too low poly IMO. Would be fine, if they didn't look so painfully low poly. Your carrier looks like it ought to be fighter sized also - either convert it into a fighter, or use more polies to put in details in order to imply scale.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

#4
^Pretty much what BW said, and don't use the "they're meant to work with retail FS2" cop-out, because that argument makes a cive look watertight, and if you do - I'm going to blow it apart. :p

The shapes are mostly there, but the detail isn't.

Also, why are you using both Blender and 3DS Max? Either package is more than capable of doing anything and everything you need in order to build a ship ready for conversion, so using both is not just redundant, but probably slowing your modeling progression down considerably.

Pick one and stick with it. ;)
Twisted Infinities

#6
Shapes are fine, need a lot more details (even for FS retail) added as been said. Also, dump blender and stick with max (or vice versa if you're particularly masochistic) - there's no sense in using both, pick one and specialise. It's a long road, to be fair, so you'll get a lot of initial criticism. Trick is to be more critical of yourself than anyone else can be of you - it's what works for me ;).

#8
Blender download page:
http://www.blender.org/download/get-blender/

Main video tutorial page: http://www.blender.org/tutorials-help/v ... g-started/

Two more tutorial pages:
http://www.blender.org/tutorials-help/tutorials/
http://www.blendernation.com/category/tutorials/

There's a lot of stuff there. I'd highly recomend the video tutorials - I'd been using Blender for years when I watched them and I still learned new tricks. :)


As for max, well can't help much there. I used it for a while, but found I vastly prefered blender's mesh building style. I'm not really one for growing complex shapes out of primitives and I also despise using booleans. ;)
Twisted Infinities

#10

As for max, well can't help much there. I used it for a while, but found I vastly prefered blender's mesh building style. I'm not really one for growing complex shapes out of primitives and I also despise using booleans. ;)
Never felt the need to use booleans in Max, save for the very odd occasion. Great for 2d (such as splines) though.

#11
im noy jumping programs anymore, just using blender for some (as i dont know hwo to subdivide in MAX without making it an ugly smooth-jagged thing) and the others in MAX (the UV mapper is easier to use)

as for the detail...i dont see any way too add it.

#12
im noy jumping programs anymore, just using blender for some (as i dont know hwo to subdivide in MAX without making it an ugly smooth-jagged thing) and the others in MAX (the UV mapper is easier to use)

as for the detail...i dont see any way too add it.
Fool! You have a strike carrier and a destroyer there! add intricacies! all kinds of things! Hangars! Spires! Contours! External equipment! I have seen fighters with mor detail than all of those put together! Look at VAs' Mobile Pirate Base, what you are saying is that there is no detail difference between what you have done and that!
'Memory and imagination are but one thing, which for diverse considerations, have diverse names'
¦- F R E D E N T H U S I A S T -¦

#14
wow :o :crazyeyes:
you really like detail.
Who doesn't? If there is one feature that all large craft MUST have in my opinion, it is a well modelled hangar.
'Memory and imagination are but one thing, which for diverse considerations, have diverse names'
¦- F R E D E N T H U S I A S T -¦
Post Reply

Who is online

Users browsing this forum: No registered users and 49 guests

cron