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Thingo - need suggestions, and a bit of help.
Posted: Wed Nov 02, 2005 7:26 pm
by Black Wolf
1920 polies ATM - I reckon I can knock that down a tad when I weld the two halves together and get rid of the central seam. But before I do that, I was looking for feedback on the thing, particularly on what I can do to detail it (I'm pretty happy with the general shape TBH - it's designed to look angular like that btw, it's not like that for want of spare polies).
The help I mentioned is in pilot models - my one is, as anyone who looks at it for more than 5 seconds can tell you, is pretty dodgy looking. It's also massively high poly (the two passengers make up just under 50% of the entire polycount, and they're not even sitting on chairs yet, just kind of floating in mid air), so I was hoping someone had a less dodgy looking pilot model I might be able to scab (textured would own, but it's not
really neccesary.
For the record, the idea is that this is a little half fighter/half transport thing, hence the double seatage (Well, sort of hence the double seatage. I kind of realized that if it was a single seater (the original intention) it'd be three or four metres long and next to impossible to hit in FS2, where the fighters are all around 20m - as it stands it's only about 8 or so (relative to a 6 foot pilot), so it'll still be a bugger to hit). It'll be lightly armed (2 Missile banks carrying collectively maybe 8 or so hornets and a dozen tempests, and a single primary bank with subachs or Prom Rs, which're even weaker than subachs), weakly armoured, lacking an afterburner (but fairly quick and manoeuvrable with standard drive and a decent speed jump with the O'Clock speed) and shielded to a decent degree.
Anyway, opinions? Criticisms? Pilot models?

Posted: Wed Nov 02, 2005 8:00 pm
by Taristin
For the pilot, I'd simply snatch Nico's pilot model, and maybe change the maps a bit if desired. ( Or bug Aldo >..>; )
As for the model itself... you say you want it to look so angular, so I guess that knocks off most of my coments...
Posted: Wed Nov 02, 2005 8:04 pm
by Wanderer
That really similar to the small utility miner in I-War 2 (atleast in intro). As a small, nimble and light short range defensive/escort fighter that could be very cool (short range = no jumpdrive). However if it is also supposed to be a transport shouldn't it be a bit larger to give it some room to transport something?
Besides IMHO it looks like it might be nimble but slow, engines look a bit small compared to the rest of the hull. Often it seems that engines and their casings nearly about 1/3 of fighter's total size.
Posted: Wed Nov 02, 2005 8:29 pm
by ngtm1r
The kind of thing that dies when I hit it with a single Harpoon.
Seriously though. At this point, considering its size, would further detailing be noticible ingame with a textured model?
Posted: Thu Nov 03, 2005 2:13 am
by pyro-manic
It looks more like an escape pod than anything else...
And yeah, use Venom's pilot model.
Posted: Thu Nov 03, 2005 3:11 am
by Black Wolf
ngtm1r wrote:The kind of thing that dies when I hit it with a single Harpoon.
Don't worry about that - you wont be shooting at it.
You'll be
flying it.
Posted: Thu Nov 03, 2005 7:09 am
by FireCrack
Could you even fit 8 hornets on that thing...
Posted: Thu Nov 03, 2005 9:27 am
by ngtm1r
Black Wolf wrote:
You'll be flying it.
You're cruel.

Posted: Sun Nov 06, 2005 2:25 am
by Black Wolf
Well, tis UV mapped. I reckon I can knock its texs over in a day or two - I haven't got a lot else to do with FS2 on the blink and the weather so... meh. It's friggen november and we're barely getting past 20. I was supposed to have been swimming by now.
[EDIT]Woot. I'm a Demigod

Posted: Sun Nov 06, 2005 2:50 am
by FireCrack
That sentance seems so strange when i read it...
Posted: Sun Nov 06, 2005 7:38 am
by Black Wolf
'Bout halfway through texturing:
Still need to finish the hulling (obviously) add some decals and detail whatsits, fiddle with the brightness on various plates to provide some contrast and then... dunno, see how it looks I guess.
Posted: Mon Nov 07, 2005 10:05 am
by Black Wolf
Textures are done, now I have to LOD and pof the thing. Ugh. Boring.
Posted: Mon Nov 07, 2005 12:25 pm
by Black Wolf
Well, lodded and debrisified, but it turns out I've got some bad geometry that's killing the conversion and to be frank I can't be arsed fixing it. It should theoretically convert with the max plugin, so I'll wait a few weeks until I have the means (ie. bandwidth) to acquire a newer version of max than what I have (version 3) and then we'll see where we go from there.
Posted: Mon Nov 07, 2005 10:47 pm
by Moonsword
What's the geometry problem, out of curiosity?
Posted: Tue Nov 08, 2005 1:30 am
by Black Wolf
Something to do with holes opening up in the mesh because a few of my verts are in the wrong place. TBH I don't understand it very well - VA was trying to explain it, but I wasn't following too well.