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Posted: Sun Oct 10, 2004 11:50 am
by Shinobi
Raa wrote:Methinks I'm going to High Polify a ship... some day... mayhaps
Didn't you do the Vasudan gas miner? Or was that only smoothed?
Raa wrote:Actually, I have a halfway decent Sobek mesh sitting on my hard disk. Only problem is the UV mapping needs to be worked on a little more. I get tired of doing that quickly. And I could probably stand to do a bit more detail on it, but it's a nice start. Could also be rounded a little more, also.
Screenies? The vasudans are being cruely left out of the High Poly goodness methinks.
Posted: Sun Oct 10, 2004 12:04 pm
by Black Wolf
Shinobi wrote:
Didn't you do the Vasudan gas miner? Or was that only smoothed?
'Tis smoothed.
Posted: Sun Oct 10, 2004 4:04 pm
by Taristin
I'll try for screenies a bit later. But I don't know how much I could show off effectively with screen captures. There isn't a whole lot one can do to the Sobek, but I was working on the arms around the forward engines, if you have a look at the texture. Also, I recessed bits here, and beveled outward there to make it look like the armour plating is that, armour plating. Actually, hold on for about 10 - 20 minutes, and I'll see what I have.
(10-20 minutes may or may not become 5+ hours)
Posted: Sun Oct 10, 2004 10:28 pm
by Taristin
See? Some need to be more pronounced, and it still needs _alot_ more work. But it's coming along. And I'm doing it in my spare time...
Posted: Mon Oct 11, 2004 12:19 am
by liberator
Something you might try is smoothing out the more angular curves, not anything that is obviously supposed to be straight mind you, curved stuff they didn't or couldn't use extra polies to smooth out. Any hi-poly redos of canon Vasudan stuff should be smoother, not just have hull details added.
Specifically on the Sobek the bits I highlighted
on this image.(I intimated that [img] tags are bad). Forgive the crudity but I never claimed to have 1337 psp or truespace skillz.
Posted: Mon Oct 11, 2004 12:44 am
by Taristin
Yeah, I've tried rounding thm out. It's not hard. It'll be after I fix the UVing, tho, most likely. Or before. Whateer I feel like.
Posted: Mon Oct 11, 2004 1:25 am
by Grimloq
looks much better.
and what do you guys think i should add into the hecate thingey? the beveled armor is going, and im thinking about adding a forward-facing antenna (a la colossus), and maybe some others... after all, the hecate is more of a command ship than anything else.
Posted: Mon Oct 11, 2004 1:43 am
by Taristin
I really don't know how you could make the Hecate look better. It'd be so hard, with such a bad mesh
Posted: Mon Oct 11, 2004 1:53 am
by liberator
I don't know abou the antennas, but you might try upgrading the turrets and redoing the UV some.
BTW, Bobboau starts from scratch, IIRC.
Posted: Mon Oct 11, 2004 1:56 am
by Hippo
He does?
Posted: Mon Oct 11, 2004 2:07 am
by Grimloq
whatever he does, it works
well, i SORTA scratch-made it. its a horribly inefficient model, but i managed to save about 200-300 faces just from removing useless or redundant vertices. i fixed so much of it its almost a new model... V was really sloppy with some of these ships...
im trying to study some of the other HTL models to see what people do. ive seen alot of adding little indentations for coolness's sake, and sometimes little additions and stuff also for coolness's sake. well see, shall we?
BTW, i added the colossus'like forwarnd antennas. looks pretty good

Posted: Mon Oct 11, 2004 2:10 am
by liberator
Well, he seemed to have done so on that Orion he's been working on.
Posted: Mon Oct 11, 2004 2:13 am
by Grimloq
ya, thats so awesome
and also, with pof2cob, how do you get the textures to show up in truespace? i have all of them...
Posted: Mon Oct 11, 2004 2:22 am
by liberator
They need to be BMPs. Use PCS if you can, as it preserves hierarchys and separate submodels.
Posted: Mon Oct 11, 2004 3:08 am
by Hippo
Thats why i lke MAX... when you go from cob to .3ds, it preserves the coordinates automatically...