3D Model Showroom
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@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besides, while 10k is fairly beyond FL’s standards, it was considerably outdated less than a year later, if not even at release time.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 -
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.