Models giveaway
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As for the background story:
Keep in mind that a military doesn’t order a new ship class to be designed, if it hasn’t a new threat from the enemies to match. War industry progress is a result of challenge and necessity, not surplus budget. Thus the new ship fits a role that hasn’t been covered before or that needs a restock and major update to keep compensating a danger to a different class caused by the enemy’s new introductions. -
Thanks guys for all the input, it really cleared up a lot of the confusion I had in my mind about these ships.
Now here’s a space station I just made. This one’s a bit high poly compared to the rest of my models (113k triangles) but I sure had a lot of fun making it.
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Today I’ve got a new ship for you
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Cheers mate. I’m quite fond of it to be honest. Can’t put my finger on a specific feature from it but I just like how it turned up.
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SolCommand crazy and genius as usually - looks like this ship may used well backwards!
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Haha, crazy yes but genius is a little bit over the top haha Yup, with only slight modification you can easily make it “work” backwards
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It resembles a scorpion I think.
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Yes, I actually thought about making such a scorpion tail for it but it “broke” the smooth lines of the model and I changed my mind.
Now here’s a fighter ship if you guys need one:
http://www.solcommand.com/2013/05/mak-fighter.html -
Sol, you’re work is getting so detailed that you’ll have to start designing your ships with animation in mind, folding wings and pop up weapons etc.
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Sol, bro… you need to learn to texture. Your work is so fabulous, you’re just that one step away from being a truly amazing artist.
Trust me, I used to hate the idea, myself. Eventually I was forced to start, and after a while, I got good at it. I even enjoy it. Do eet. Do eet nao.
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Hehe Timmy, I have so many models in my mind right now, ready to be made, that I have no time for animations
Sizer, truth be told, the simple thought that I need to learn all the things about how a new software works (in this case Photoshop, cause I never used it) makes me wanna pack my things and go on a spiritual journey on Himalaya or somewhere haha. However, I fully agree that I do NEED to do it at some point. Time will tell.
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Its reaaaaaaaaaaaaly not that hard, gentlemen. The most annoying part of it is generating good UVs. After that, its a cakewalk, just time spent. Sit down, and just do it. That’s really all there is to it.
Be epic. Know what, screw it. School’s out till late June for me, I’m free for a while. Add me on skype, anubis714. I’ll run a seminar. I can get ya’ll up to pro-grade in a day.
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Have to agree with Sizer. UV mapping is the biggest pain in the butt ever. After that, making a good texture is rather easy.
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Hehe yeah it is a pain. Although when it comes to models let’s say below 5k polys it is quite fun to unwrap the UVs, but when it comes to models 30k and more I start looking at the blue sky and wishing I had a different life on this earth
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Well it took me a total of 1.5 hours to texture the Mjolnir, most of the time was spent picking the right texture, thats what 89k polys? As long as u keep the part separate it usually is pretty easy. Most of my time working on your models has been reassigning polys to a specific texture then using various UV mapping on them. Its not hard though, just time consuming. I also recently did a one called Uberport, most of the mapping time was spent pulling the windows out of the model so the interior could be seen in-game (one of your 2009 starports btw). A tip, leave ur model in parts, it helps when UV mapping them.
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Oh and use FBX, so much better for max users.