Models giveaway
-
:)) 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 ……
-
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.
-
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).
-
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.
-
Actually I was shooting for something like “ALWAYS ask me before using” lol.
-
That’s detailed indeed, has a lot of depth
-
Might me good to add a email or something
-
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 <<
-
Here’s a jump gate
-
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
-
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.
-
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.
-
actually it looks okay
two things only:
i don’t like the Imperial emblem on the modeland about that green surface, i mean of course it’s a fictional model and no one really cares about the reality.
I just asked me, is it a greenish layer of paint? And why is it rusty when it’s in space.
My suggestion, maybe it looks bit better if you would have a texture with metal like base texture and chipped off paint.Just an oppinion you asked for but still great work
-
Hey Sol,
I am following you from time to time,and a word from an old dog to a younger one…
The more input you solicit from people, the more they are going to drag you back to do work on stuff you already thought you have finished.
So let them know that what you already did on an item is it - final.
And only release what you are happy for them to change, then…
Let them make their own changes by themselves, and go on from there to do the stuff you really want to do. My pal Gibbon is very capable, for example.
Just to be clear too…
I am not using any of your work at the moment as I don’t have time to make any more mods or update our current one which I am in the process of debugging (see us at www.rrjds.com and www.rrjds.com/forum), but I am very much impressed with your ideas and your high standard of work.
But I will ask your permission if I would like to use any of your work in future.
I am all eyes and ears, your work is amazing, pal.
-
Remade the texture and took your thoughts into consideration: changed the green with a metallic texture, replaced the emblem and made the blue lights more brighter.
http://solcommand.blogspot.com/2010/02/wormhole-generator.html
edit: StarTrader, feel free to use my stuff any way you want man
-
on the texture subject
dds … either DTX1 or 3 (miped) as that’s what we’ll convert them to anyways… 8-) paint.net does a fine job of outputing a dds… if you need PS i can arrange that for you as well (with dds plugin) but i’ve found .net to be quite sufficient for the task
@ moppy … leme know witch of sol’s models ye working on… be a shame to submit “clones” to the WTS and no doubt frustrating to F!R (as i coulda done something else for him lol)
now… someone wanna tel me how i’d surfile this… and that serenity station… lmao, LANCER!!! 8-)