3D Model Showroom
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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 -
Kuze wrote:
Not exactly a Freelancer ship, since it already have around 30k polys, but I thought I show it to you guys. It’s a wip, many more details to come.Kuze that’s an excellent design, I really like little details like the airlock on the side. One thing that bugs me is the cockpit though; The human figure in the pic indicates it’s a large ship (perhaps a freighter or bomber) but it has a fighter-style buble canopy and which is scaled to indicate a pilot 4 times larger than is shown.
It would look better with either a smaller canopy or a more classic ‘bridge’ with small windows….to me at least
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The ship will be a trader. With the cockpit you are right. The ship started randomly as a fighter-something, but evolved into this… I shall redesign the bridge, but the cockpit is always the most frustrating part of the ship modelling process. I was inspired by the Traveller Free Trader ship and maybe I will make a similar design, because the current one is misleading.
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Cabine does not fit for this type of ship - human model is too small for it.
For drop ship it will fit better, if human will be same height as rear baydoor
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Better? I think it is. But it is just a concept for me, I will redo it further. I will elevate the hull at the back, make a turret there, add 2 missile bays with missile pilons - they will be hidden in the hull, as will the landing gears be. The cargo pod needs a remodelling too, the engines needs more details, the ship lacks communication and targeting antennas and equipment too and hull details and greebles. The bridge will be fully modeled and if I add more windows, then those sections too…I am excited about this ship, since I never before did an actually functional ship, since the FL ones are, well, random parts put together compared to this one
Ok but it is Friday, and I need a whiskey now
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Looks much better now Kuze !
Sizer, that ship is so cool !
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@Kuse yep agreed with SolCommand - very nice I have noticed only now human standing near the windows