Forums » Suggestions
Yeah, the new renders are definitely an improvement. Clean models are a Good Thing (tm).
Now just get rid of that blockiness and this will be a very nice model ; )
Out of curiosity, what role do you have in mind for this ship? It looks heavy, on the same scale as the ragnarok or so, but I don't get any sense of what it's supposed to do. What kinds of ports will this ship have? Where will they be located? Will it generally be tough and slow, or light and agile (not likely with this design) or carry a lot of cargo?
Now just get rid of that blockiness and this will be a very nice model ; )
Out of curiosity, what role do you have in mind for this ship? It looks heavy, on the same scale as the ragnarok or so, but I don't get any sense of what it's supposed to do. What kinds of ports will this ship have? Where will they be located? Will it generally be tough and slow, or light and agile (not likely with this design) or carry a lot of cargo?
Ladron -> I modeled this ship in mind to be a fighter/freighter ship. Single engine, slower design, and not a ton of propulsion.
What the dev's do with it tho, is up to the,
Thanks,
Xico
What the dev's do with it tho, is up to the,
Thanks,
Xico
New renders with some chipping/scratches. I saved before and after, so i can revert if you guys don't like it.
Let me know:
http://img2.imageshack.us/i/11b.png/ (Bright)
http://img268.imageshack.us/i/11dg.png/ (Dark)
http://img197.imageshack.us/i/22bf.png/ (Bright)
http://img44.imageshack.us/i/22d.png/ (Dark)
http://img268.imageshack.us/i/33bo.png/ (Bright)
http://img44.imageshack.us/i/33d.png/ (Dark)
New Bottom: (Scratches fixed) (new)
http://img36.imageshack.us/i/newbge.png/ (Bright)
http://img141.imageshack.us/i/newdb.png/ (Normal -> What it SHOULD look like in game)
Things to note:
1) All yellow strips will be user changeable to whatever color you want (in game)
2) The glass on the front is NOT done (have to add a reflection/spec map to it)
3) Keep in mind that eventually (if all goes good) we may have a full 12 or 26 ship lineups. So don't compare how this ship "will fit in" to current in game ships.
Things I would like:
1) What kind of detail should i add? I plan on adding more chips/rust to specific area.
2) What would you like to see?
Thanks,
Xico
Let me know:
http://img2.imageshack.us/i/11b.png/ (Bright)
http://img268.imageshack.us/i/11dg.png/ (Dark)
http://img197.imageshack.us/i/22bf.png/ (Bright)
http://img44.imageshack.us/i/22d.png/ (Dark)
http://img268.imageshack.us/i/33bo.png/ (Bright)
http://img44.imageshack.us/i/33d.png/ (Dark)
New Bottom: (Scratches fixed) (new)
http://img36.imageshack.us/i/newbge.png/ (Bright)
http://img141.imageshack.us/i/newdb.png/ (Normal -> What it SHOULD look like in game)
Things to note:
1) All yellow strips will be user changeable to whatever color you want (in game)
2) The glass on the front is NOT done (have to add a reflection/spec map to it)
3) Keep in mind that eventually (if all goes good) we may have a full 12 or 26 ship lineups. So don't compare how this ship "will fit in" to current in game ships.
Things I would like:
1) What kind of detail should i add? I plan on adding more chips/rust to specific area.
2) What would you like to see?
Thanks,
Xico
Very Nice, CHRN boy.
It feels very marathonish, if you'll pardon the phrase.
It feels very marathonish, if you'll pardon the phrase.
not bad, but too many wings and stuff... i want a type 57 bugatti with a turret and flare pods.
Of course the devs have the final say, but it's a good idea to design new models with the end in mind.
Fighter/freighter is the one combination that doesn't really work in this game : p.
The one thing that no faction in the game has really been able to come up with so far is an effective mining ship. There are assault ships that make okay miners if you can excuse their pitiful cargo space (the rag), there are transport ships that make okay miners if you can excuse their pitiful beam capacity (the moth), and there are ships that are a mediocre compromise between the two. I suggest that this could be a pretty effective mining ship if done properly.
For example:
UIT Titan Mk I
Licenses: -/-/-/6/6
Armor: 10000
Cargo: 90 cu
Ports: 2 large 2 small
Mass: 28000 kg
Max Speed: 60 m/s
Spin Torque: 15 Nm
Thrust: 350 N
Turbo Speed: 180 m/s
Turbo Energy: 50
not bad, but too many wings and stuff... i want a type 57 bugatti with a turret and flare pods.
That's a different ship, this one is pretty bulky. Xico is making more : )
Edit: That scratching is just... too much. Go easy on the decals. A small amount of scratching is good taste, very much just gets tacky really fast.
Fighter/freighter is the one combination that doesn't really work in this game : p.
The one thing that no faction in the game has really been able to come up with so far is an effective mining ship. There are assault ships that make okay miners if you can excuse their pitiful cargo space (the rag), there are transport ships that make okay miners if you can excuse their pitiful beam capacity (the moth), and there are ships that are a mediocre compromise between the two. I suggest that this could be a pretty effective mining ship if done properly.
For example:
UIT Titan Mk I
Licenses: -/-/-/6/6
Armor: 10000
Cargo: 90 cu
Ports: 2 large 2 small
Mass: 28000 kg
Max Speed: 60 m/s
Spin Torque: 15 Nm
Thrust: 350 N
Turbo Speed: 180 m/s
Turbo Energy: 50
not bad, but too many wings and stuff... i want a type 57 bugatti with a turret and flare pods.
That's a different ship, this one is pretty bulky. Xico is making more : )
Edit: That scratching is just... too much. Go easy on the decals. A small amount of scratching is good taste, very much just gets tacky really fast.
Ladron: At the end of the day, the dev's could make this into a light fighter ship, or a slow hauler. As you can see with in game ships, the dev's kind of just select what they want it to be and that is that.
But yes, on future ships I will need to focus on one "role" and come through with it.
Thanks,
Xico
**edit, as with all my renders, I post them, get some feedback and make changes as needed. The scratches came out much brighter than I expected, and have been adjusted. **
***Renders updated above.***
Xico
But yes, on future ships I will need to focus on one "role" and come through with it.
Thanks,
Xico
**edit, as with all my renders, I post them, get some feedback and make changes as needed. The scratches came out much brighter than I expected, and have been adjusted. **
***Renders updated above.***
Xico
Very nice; my only issue is the scratches is the perfect symmetry, which I assume was done to save time (and textures?). Would it be possible to differ them slightly?
Other than that, it's looking great!
(Also, with the suggested cargo capacity, this would fill the void between the Marauder and Moth.)
Other than that, it's looking great!
(Also, with the suggested cargo capacity, this would fill the void between the Marauder and Moth.)
That scratching is just... too much. Go easy on the decals. A small amount of scratching is good taste, very much just gets tacky really fast.
Aye, I would say to perhaps take all the fine scratches (like on the wings) of and keep them on the direct front (the window and the two things that come out forward out of the sides of the cockpit where you already have them) kind of like space debris. Places to take off the fine scratches would be the two painted squares on the bottom and on the bottom of the wings; instead replace them with broader scratches that only go in one parallel direction down the paint.
Edit: I just did some google searches for pictures that might explain the idea visually and I didn't really find much of what I was looking for, but this was probably the closest:
http://www.texturise.com/wp-content/uploads/2009/05/05eef7cc8ed1ef2d5f43c400773eecbc.jpg
Things to notice: the scratches only go in one direction and they're not super-fine and localized like someone took their keys to some guy's car paint. The reason I'd like this is because right now the paint on the bottom stands out quite a bit against the rest of the roughed-up hull and a bit too "perfect" and I wanted to obscure that a little.
So really, I guess I'd like the scratches to be all along the paint there rather than just those two corners.
Aye, I would say to perhaps take all the fine scratches (like on the wings) of and keep them on the direct front (the window and the two things that come out forward out of the sides of the cockpit where you already have them) kind of like space debris. Places to take off the fine scratches would be the two painted squares on the bottom and on the bottom of the wings; instead replace them with broader scratches that only go in one parallel direction down the paint.
Edit: I just did some google searches for pictures that might explain the idea visually and I didn't really find much of what I was looking for, but this was probably the closest:
http://www.texturise.com/wp-content/uploads/2009/05/05eef7cc8ed1ef2d5f43c400773eecbc.jpg
Things to notice: the scratches only go in one direction and they're not super-fine and localized like someone took their keys to some guy's car paint. The reason I'd like this is because right now the paint on the bottom stands out quite a bit against the rest of the roughed-up hull and a bit too "perfect" and I wanted to obscure that a little.
So really, I guess I'd like the scratches to be all along the paint there rather than just those two corners.
Skelbley08 --> Unfortunately, both sides are mirrored to each other. This is just how it has to be. So it's either mirrored, or none.
ShankTank --> Check out the new "renders" a few posts above. Is this a better "start" ?
Thanks,
Xico
ShankTank --> Check out the new "renders" a few posts above. Is this a better "start" ?
Thanks,
Xico
Okay, I understand. Coming along very well.
Also, I think my favorite so far is the
http://img2.imageshack.us/i/11b.png/
Also, I think my favorite so far is the
http://img2.imageshack.us/i/11b.png/
Updated bottom side textures, added some fine scratches. I think I like the way it has turned out. Let me know.
**Renders adjusted above.**
Thanks,
Xico
**Renders adjusted above.**
Thanks,
Xico
Looks really good. I think it would be a good move for you to send Incarnate an e-mail with three or four of your best renders linked in it and point him at this thread.
Does anyone have his direct email? I may be blind but I couldn't find it.
Working on these models makes your eyes all blurry ;)
Thanks,
Xico
Working on these models makes your eyes all blurry ;)
Thanks,
Xico
Inc has been emailed. Will wait for a response before I put more time into this model.
Thanks,
Xico
Thanks,
Xico
I like the retouched model. As a medium fighter-class ship, I think it looks very good, and also very aggressive.
I am glad that the battle-damage marks were removed. My only alteration would be to suggest some of those hazard lines directly behind the cockpit/fuselage joint on the topside.
Either way, I eagerly await hearing something from the Dev's. I will be most sorely disappointed if they decline something like this.
I am glad that the battle-damage marks were removed. My only alteration would be to suggest some of those hazard lines directly behind the cockpit/fuselage joint on the topside.
Either way, I eagerly await hearing something from the Dev's. I will be most sorely disappointed if they decline something like this.
Spoke with Inc.
A few captions from his email:
Inc: "I appreciate the interest in making a ship. The one that you have made shows some real ability, but is not up to our requirements for new content. The model is not bad, but is a bit simplistic, and the textures are not interesting/detailed enough."
And honestly, I fully understand where he is coming from. This ship was modeled to mainly show what I can do with what I understood to be the requirements of the engine, in a limited period of time. More to show I can do what I say, and not another Joe Blow promising the world.
However, some good news on that:
Inc: "I think I also read that you used mirroring to texture the model by halves. This will not work properly with normal mapping. Coordinates have to be unique per mapped texel, otherwise the lighting normals will get pretty strange-looking."
This is very good news for me, my understanding (with most older game engines) was that it would not support full model textures, and was limited to mirroring (which typically reduces in game render time and load time). So this will GREATLY help the quality of texturing I can do (More room to work with).
He also mentioned:
Inc: "I would recommend starting over with a new model, and sending me
shots of the untextured model before you get too deep into doing
coordinates and textures."
While this may run off many people from the idea of assisting in this game, I take it as a challenge and as such will work on a new model, better quality with proper textures. This is a learning experience for myself, and honestly at the end of the day this may be a learning experience for the dev's as well. I believe it has been a while since they have worked with a modeler, and we will have to see how it all plays out.
I would also ask any concept artists out there if they can contact me and perhaps help me with the production of new content.
Thanks,
Brad/Xico
A few captions from his email:
Inc: "I appreciate the interest in making a ship. The one that you have made shows some real ability, but is not up to our requirements for new content. The model is not bad, but is a bit simplistic, and the textures are not interesting/detailed enough."
And honestly, I fully understand where he is coming from. This ship was modeled to mainly show what I can do with what I understood to be the requirements of the engine, in a limited period of time. More to show I can do what I say, and not another Joe Blow promising the world.
However, some good news on that:
Inc: "I think I also read that you used mirroring to texture the model by halves. This will not work properly with normal mapping. Coordinates have to be unique per mapped texel, otherwise the lighting normals will get pretty strange-looking."
This is very good news for me, my understanding (with most older game engines) was that it would not support full model textures, and was limited to mirroring (which typically reduces in game render time and load time). So this will GREATLY help the quality of texturing I can do (More room to work with).
He also mentioned:
Inc: "I would recommend starting over with a new model, and sending me
shots of the untextured model before you get too deep into doing
coordinates and textures."
While this may run off many people from the idea of assisting in this game, I take it as a challenge and as such will work on a new model, better quality with proper textures. This is a learning experience for myself, and honestly at the end of the day this may be a learning experience for the dev's as well. I believe it has been a while since they have worked with a modeler, and we will have to see how it all plays out.
I would also ask any concept artists out there if they can contact me and perhaps help me with the production of new content.
Thanks,
Brad/Xico
This ship was modeled to mainly show what I can do with what I understood to be the requirements of the engine, in a limited period of time. More to show I can do what I say, and not another Joe Blow promising the world. I take it as a challenge and as such will work on a new model, better quality with proper textures. This is a learning experience for myself, and honestly at the end of the day this may be a learning experience for the dev's as well.
Someone get this kid some hand lotion and a box of kleenex.
Someone get this kid some hand lotion and a box of kleenex.
Dr. Lecter ->
Aww shucks man, I knew you cared <3
Aww shucks man, I knew you cared <3