3D Model Showroom
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Kuze wrote:
And the camo one is inspired by a Homeworld 2 concept art, right? I recognize the one with the scull and flames too as a HW2 concept. There is not so much starship arond I am not familiar with :-D…sometimes I make a ship and then I find a similar design on the internet…:)BTW have you guys noticed how good ANY starship looks with camo? It makes little sense in space but gives the ship the cool military look.
Actually the camo ship (Grendel), the one with skulls (Loki) AND the Mustang (the one with the blue bits) were all heavily inspired by homeworld concept art.
I also agree with you 100%; Camo does make a starfighter look kick@$$.
Davis wrote:
Jesus Christ! PantherX from EVO nightmare? Good to see you here bud. You had several good ships.Wow that almost made me blush…Thanks for the enthusiastic welcome
Hopefully I can finish some of the work I started and maybe one of the few active mods left will use them.
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As a Heavy Consumer (lol) of Shipmodels for freelancer old and new (yes it’s true… my modding is all a front for my addiction… hehe) I too would like to give a hearty HIA!! to one of our lost, now returned
Seriously looking forward to some new toys, Great to see another modeler return, thems nice meshs… really dig that black red… erm… thingy… i like strange thingy’s…
in space i mean… -
@Pantherx: 1, 5-7 of unfinished line are cool! Best fit for vamilla fl imho
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http://img5.imageshack.us/img5/8177/largerenderagb.png
My latest work.
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Good to see that someone still works for ToW
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We use LODs.
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besides, while 10k is fairly beyond FL’s standards, it was considerably outdated less than a year later, if not even at release time. so on larger ships, modeled detail is often a choice wise to make (let’s just ignore that in FW:ToW you have normal maps which take away most of the necessity to model hull details anyway :D).
nice gunboat anyway. If it needs any animations, i’d gladly make some -
Gisteron wrote:
… If it needs any animations, i’d gladly make someMay I ask a favour?
As I’m terrible in maths (as sig says), there is no way I can successfully make the tail animation like snake movement is.
Its the Sc_tail wag and part in Sc_end anim.LOOK the VIDEO
why is youtube tag broken?NO RUSH & Muchas Gracias in advance!
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Gisteron wrote:
Freelancer itself doesn’t, but in FW:ToW, afaik, there will be a different rendering engine which will support normal and specular maps and some fairly nice features.The engine supersedes FL’s, it doesn’t sit besides it. We’re disabling the old DirectX 8 renderer entirely to streamline code and support.
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Kuze that model looks great mate but if you really want to use it ingame you could easily turn that into a 5-10k poly model. Anyway, nice ship, keep it up.
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Thanks. The ship is a personal project. A modelling training one can say. It will in the end have, I predict, around 80k-100k polys. It is not for Freelancer. I only did FL-related ship before, and I realized recently how limited my modelling skills are and very much I lack 3D experience. A good way to improve is imo a non-fl model where I am not limited to polygon count or design elements.
BTW I need to figure out how to make the landing gears and where to put them.
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Gisteron wrote:
@sumanuti: i’ll just ignore how little i think of this to be a typical or ballanced spaceship design
you sure are challenging me, but i’ll see if i can find some room in my schedule for this. interesting idea anyway.Typical? - Yea, u r right, it’s unusual.
Balanced? - Except lack of shield bubble - its similar compared with Eagle for example (hitbox volume/size) which specs is currently configured.
Any idea to make it better or more balanced, I gladly would like to hear.
Also, if u get confused about parts - just ask (but I doubt u will).And, again, no rush, when u bored, have time and will to do it, make it without any pressure.
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If someone not saw yet model recreated by our modeller Wintech from drawing