Models giveaway
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HOT!!! :pint:
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Oh, I likes that one. It may find a how in FW:ToW. Thanks Sol
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Thx guys, appreciate your support ….
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Hooray for the Mass Effect series!
Only crit, element zero is supposed to be dark blue.
For those who don’t know:
Element zero, also known as ‘eezo’, is a substance that, when subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This ‘mass effect’ is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel. When humans discovered the Prothean ruins on Mars, they also discovered refined element zero that the Protheans had left behind. It enabled research into FTL ship drives before the Charon Relay was discovered.
Eezo is generated when solid matter, such as a planet, is affected by the energy of a star going supernova. The material is common in the asteroid debris that orbits neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics, telepresence, and shielding to survive the intense radiation from the dead star. Only a few major corporations can afford the set-up costs required to work these primary sources. Some planets have small eezo deposits or coalesced around a larger deposit during their formation. While these secondary sources are safer to mine, the yield from the ore is not as large. There are rumours that the Nemean Abyss has particularly rich eezo deposits.
Element zero forms the basis of many advanced medicines throughout Citadel space. The biotic drug ‘red sand’ allegedly has element zero as its base - according to urban legend, it was created by criminal triads on Mars from the eezo samples recovered there. The Normandy’s massive Tantalus drive core cost 120 billion credits because of the amount of element zero needed to power the ship’s specialized stealth system.
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:)) Hehe ok that will be corrected in my next model on which I’m working now. I may also revise this model if I feel like it
waiting for Mass Effects 3 ……
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Quick question: I know there’s that poly limit of 20k polys in ms3d but I need to know exactly what is the limit: 19.500 / 19.995 / 20.000 ? As I’m trying to keep my future models inside that limit.
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I believe the limit is actually in the range of 21,XXX polys. However, for the sake of simplicity, everyone throws 20k around because it is easy to remember, it’s a nice round number, and sticking to that as a guideline always means your models will be just fine as far as detail levels go.
Now I just need to finish the custom Normandy model sitting on my HDD and hopefully get that thing out for the community to use (and I need to write a detailed permissions readme too to prevent it from being abused).
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Arvis Taljik wrote:
Now I just need to finish the custom Normandy model sitting on my HDD and hopefully get that thing out for the community to use (and I need to write a detailed permissions readme too to prevent it from being abused).
You really think that would help ? If ppl wanna use something they’ll use it, regardless of your detailed readme, that’s why I keep mine simple.
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Actually I was shooting for something like “ALWAYS ask me before using” lol.
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That’s detailed indeed, has a lot of depth
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Might me good to add a email or something
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Here’s a model that could be used as an abandoned base … or whatever
From now on I’ll link directly to my blog concerning the download of the model as there are 2 BIG download buttons there linking to both servers from which you can download any of my models.
http://solcommand.blogspot.com/2010/02/serenity-outpost.html <<
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Here’s a jump gate
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Just got home and …. damn, this texture looks so different than it looked on the laptop on which I made it. I’ll need to redo it cause that green is too ugly. There’s such a big difference of colors between two computers
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Here’s a thought, is it possible not to include the mipmaps with these textures? Its maybe the way you uvmap the model but a format that’s more customizable might be worth thinking about. Most of us convert the textures to DDS format which creates the mipmaps anyway when you save it. Would also reduce the overall texture size of the files you provide.
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Gibbon wrote:
Here’s a thought, is it possible not to include the mipmaps with these textures? Its maybe the way you uvmap the model but a format that’s more customizable might be worth thinking about.Sorry man but I’m not following you …… I’m good at english but still I’m not sure what you mean. You say I should not do my textures in JPG format ? I can do them in TGA, PSD etc … if you guys preffer those formats.
Vesko, I believe so yes. I’ve got many GB of textures on my HDD and among these I have a number of star wars textures. Speaking of which, I’m looking into acquiring texture packs from games, any suggestions on where I should start looking ?
EDIT: sooo … you say the texture looks ok ? The green is not too bright or the entire texture overall for that matter ? Cause I’ve got 2 computers which show the texture in 2 very different ways and I do not know which one is more close to “reality”, my laptop or the pc.