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Hmm... p'raps I should have read the third page bfore posting...
Grim: What's up with the nearest, err... indented corner of the main rear section Just above the dead centre of the pic? It looks like a _really_ nasty triangulation error or something.
Otherwise, yeah, no antennae. Everything else looks pretty decent.
(BTW - Karma modelled the high poly Fenris, not VA
)
Grim: What's up with the nearest, err... indented corner of the main rear section Just above the dead centre of the pic? It looks like a _really_ nasty triangulation error or something.
Otherwise, yeah, no antennae. Everything else looks pretty decent.
(BTW - Karma modelled the high poly Fenris, not VA

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As BW says, i didn't make the fenris.
Besides, the fenris' detail was in the indentations, and the indentation textures demanded that there be a number of circles - thus cylinders in the model.
32 little ones in the indents alone. The fenris is one of those rare models that needed a high poly count if it was to follow the texture. No two ways about it.
Incidentally, if anyone has slowdowns using it, half the res of the texture, and make sure that you are using the version that has the single merged texture map.
Anyway, is that the triangulated count of 4072? HTL FS triangulates the models anyway, so it saves load times if you do it yourself.
Also, i think you'll find it will be very difficult to texture decently - as you saw in the first two pics - the texturing hid all detail in the model. You're also going to need the pretty horrible hecate textures to match the geometric detail.
Ie, you don't want prominent plating being sliced in half etc. I would recoomend that you use a combination of tiling and UV mapping in it. That is, one 1024x1024 or bigger texture map and a couple of the tiled textures still at 256x256.
You should also make sure that the texturing is symmetrical, not only to look much better, but to allow more efficient UV map and even tiling work.
Those triangles also don't quite fit with the rest of the detail - might want to consider some raised plating or other details there.
Other than that, it looks fairly good.

32 little ones in the indents alone. The fenris is one of those rare models that needed a high poly count if it was to follow the texture. No two ways about it.

Incidentally, if anyone has slowdowns using it, half the res of the texture, and make sure that you are using the version that has the single merged texture map.
Anyway, is that the triangulated count of 4072? HTL FS triangulates the models anyway, so it saves load times if you do it yourself.

Also, i think you'll find it will be very difficult to texture decently - as you saw in the first two pics - the texturing hid all detail in the model. You're also going to need the pretty horrible hecate textures to match the geometric detail.
Ie, you don't want prominent plating being sliced in half etc. I would recoomend that you use a combination of tiling and UV mapping in it. That is, one 1024x1024 or bigger texture map and a couple of the tiled textures still at 256x256.
You should also make sure that the texturing is symmetrical, not only to look much better, but to allow more efficient UV map and even tiling work.
Those triangles also don't quite fit with the rest of the detail - might want to consider some raised plating or other details there.
Other than that, it looks fairly good.

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BW: actually, yes, that was a triangulation error
i acidentally deleted the top face there.
i fixed it.
and i know VA didnt make the fenris. i just forgot the other persons name, so i said VA, cuz i htink he worked on it too... meh, whatever
im stupid, i guess.
VA: UV-mapping will be up to somebody else. however, im pretty proficient at making good tiled textures, so i may only need to do that well. im thinking about messing about with the textures in some painting proggy, to make them better (have you seen the neck texture? bleh!) and those triangles were a an experiment gone wrong, they will go away eventually.
everyone else: FINE! ill get rid of the antennae!
id like to keep the forward one, but well see... im not going to make much major changes until i get it on HLP, too.
ill do my best to keep the hecates good name. hmm, scratch that, it didnt have a good name, ill give it one
it deserves it.
[edit] what would you guys do to me if i added a radar dish or 2? there are a couple of bare spots around the ship that could do well to fill up.


and i know VA didnt make the fenris. i just forgot the other persons name, so i said VA, cuz i htink he worked on it too... meh, whatever

VA: UV-mapping will be up to somebody else. however, im pretty proficient at making good tiled textures, so i may only need to do that well. im thinking about messing about with the textures in some painting proggy, to make them better (have you seen the neck texture? bleh!) and those triangles were a an experiment gone wrong, they will go away eventually.
everyone else: FINE! ill get rid of the antennae!

ill do my best to keep the hecates good name. hmm, scratch that, it didnt have a good name, ill give it one

[edit] what would you guys do to me if i added a radar dish or 2? there are a couple of bare spots around the ship that could do well to fill up.
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A decent space for a radar dish could be on the dorsal, at the front of the rear section, just back from the "neck" and ahead of the dorsal turret. BTW, that's one sweet looking Hecate. I'm lookin forward to seeing her in action, though my framerates may complain about it.
Later!

Later!
The Trivial Psychic Strikes Again!
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Update to my Sobek. Anyone feel masochystic enough to fix the UV mapping on it? The actual UV mapped portions are fine (engines, mouth, etc) but the tiling is annoying to get right, and I can hardly ever do it correctly. Most of it is good. Also, it could probably use trim like the Fenris/leviathan recieved around it's recessed bits. I think it'll look good when it's done. But I haven't the patience or time at the moment, even if I developed the patience.
VA? are you busy? I'll even turret it/make new turrets for it once it gets texture corrections.

VA? are you busy? I'll even turret it/make new turrets for it once it gets texture corrections.


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You can use the unwrapper to fix the lineups of tiled maps, BTWRaa wrote:Update to my Sobek. Anyone feel masochystic enough to fix the UV mapping on it? The actual UV mapped portions are fine (engines, mouth, etc) but the tiling is annoying to get right, and I can hardly ever do it correctly. Most of it is good. Also, it could probably use trim like the Fenris/leviathan recieved around it's recessed bits. I think it'll look good when it's done. But I haven't the patience or time at the moment, even if I developed the patience.
VA? are you busy? I'll even turret it/make new turrets for it once it gets texture corrections.
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Oooh, that's pretty nice. 
It highlights the'sections' of the hull very nicely. What i would suggest as a final touch model wise would be to model in the recesses down either side of the neck - the ones that are visible on the original necks texture.
Other than that it looks nicely HTLed.
I'll take a look at the maps if you want - i've been meaning to finish off the triton and fix up the fenris (LS used the wrong version for the textures :\ ) but i'm a bit short on time recently, so no garuntees on when it would be finished off.

It highlights the'sections' of the hull very nicely. What i would suggest as a final touch model wise would be to model in the recesses down either side of the neck - the ones that are visible on the original necks texture.
Other than that it looks nicely HTLed.
I'll take a look at the maps if you want - i've been meaning to finish off the triton and fix up the fenris (LS used the wrong version for the textures :\ ) but i'm a bit short on time recently, so no garuntees on when it would be finished off.
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It would look good, but would increase polycount to the extent that it would be classed as a high poly model even for cutscenes and renders. Let alone in game. 
