Erm... I could do it, I uv in c4d with bodypaint, so, I can do a box mapping on the wings thats relative to that wing whatever their angle,
Do you want to chuck the mesh at me?
Erm... I could do it, I uv in c4d with bodypaint, so, I can do a box mapping on the wings thats relative to that wing whatever their angle,
Do you want to chuck the mesh at me?
Sure, I'll PM you the model
Ok, got the file, exported the mesh from milk as an obj to keep your mat groupings, pulled it into c4d. I'll set to work, hopefully I'll get it done tonight, if there are no real life disturbances.
3D models by me, renders by Silviu /Dave.Synk.
The models are in order: Unity (Huntress Class), Pride of Liberty (Overlord Class), Camelot Rising (ESW-1 Class)
Unity - Assault Battlecruiser / Escort of the PoL
Pride of Liberty - Heavy Carrier / Flagship of the Liberty Navy
Camelot Rising - Experimental Strike Warship / Heavy Battlecruiser / Escort of the PoL
FAQ: The Camelot Rising has a hole in its frontal part, why?
It'll house a Collapser. (AKA: Anti-capital main gun)
Will these ships be stationary or player controlled?
Player Controlled.
Who will texture them?
I don't know yet. Black is only used to evidence some parts in the model. Like the text that would be unreadable without a black texture over it.
Size comparison?
The PoL has the same size of the vanilla Liberty Dreadnough in length.
They are not Liberty(ish)
I know! They are experimental warships constructed with the idea to replace the older models.
You'll use Vanilla liberty capital textures for it?
Yes.
Curiosity
Nice looking stuff Folgore, really like the style!
Got back from the club (It's friday night...) and started work on the Rapier, temp textures for now, I'm no painter, but just roughing out the UV's.
I'll do some more work on it tomorrow (it's 4am here). Current textures are totaly temporary, just so I can see how the mapping is shaping up.
Engine grills and exhausts mapped, so you can use a grill texture or an engine exhaust tex, I'll split the front and back into two separate groups/materials grill and exhaust, wings are flat mapped, single sided at the moment, but I'll split that so you can have logos/badges/whatever on both sides. All three wings textured the same, they are thin enough that flat mapping works well, no real need for box mapping, unless I change my mind (lol)
Fuselage is a spherical map, poles aligned with the axis of the ship, seam runs through the root of the bottom wing with a 3 repeat tiling so the three interwing sections look the same, I'll separate the 'cockpit' mesh into a different material so you can have glass/glazing bars, do you want me to add an interior partition so you can have transparency on the cockpit glass?
Interior would be cool. Do as you like. And that texturing looks better than anything I've ever achieved. And I've used the Borderworld hull texture mostly cause it tiles perfectly in all directions. I have tried house ship textures too. But I never got them to align with my ships hull geometry
8).
... Do as you like...
POWER... UNLIMITED POWER...
Now my young Emo, you shall feel the TRUE power of the Goth Side...
Sorry, had a funny turn there, I'm all right now...
Erm those textures are pseudo-liberty tilables,, I can bundle those when I send it back to you, what kind of cockpit did you have in mind, sort of TIE fighterish glass n frame bubble, or a 'conventional one, former would suit the design best I think but let me know if thats not what you want, I'll press on with uv's and grouping, n stuff.
I think the cockpit window should comprise the front hexagon and all long side polys except the bottom one. So the pilot has a good view to all sides while there is still something to put his chair on. The single window sides should be framed for realisms sake though.
@PB: Sorry, but I dont want it too TIEish
@Aesthetic: I think we could make a team if you got the time. I model, you texture
@PB: Sorry, but I dont want it too TIEish
"...But I didn't care..." Well, its all up to you! I just say I like the TIE design.
I think the cockpit window should comprise the front hexagon and all long side polys except the bottom one. So the pilot has a good view to all sides while there is still something to put his chair on. The single window sides should be framed for realisms sake though.
@PB: Sorry, but I dont want it too TIEish
@Aesthetic: I think we could make a team if you got the time. I model, you texture
Ah right, slightly he111/ju88 ish in the cockpit, thats no problem, I'll get it set up, might mean me macking a new cockpit section that matches the shape of the existing one but framed with a glass mesh, not a problem, the uv's are still dynamic at the moment, so I can just drop a new mesh in there and the uv's are auto-apply... I'll stick in a back bulkhead too, so people dont see right through the ship.
I'll resize the mesh to a suitable scale for a 1:1 export from milk, and make up a sur mesh for it as well, do you want it 'destructable, cos if you do I'll have to polyknife the wings off and add damage fillers
Almost forgot, heavy fighter or light fighter, dont want to scale it too slim thinking its a light when its a heavy...
... do you want it 'destructable, cos if you do I'll have to polyknife the wings off and add damage fillers
You can do that if you have too much time. And, being a Heavy Interceptor, it'd fit best into the HF class I think
And, being a Heavy Interceptor, it'd fit best into the HF class I think
IMO its more like VHF, since (when converting from Homeworld) Scout class is LF and Interceptor class is HF.
Ho Ho Ho! Merry Christmass!
(it isn't christmass is it?)
A few screenies from the ELITE ship pack i put together showing some of the ships flying around
CONSTRICTOR
WORM SHUTTLE
KRAIT
THARGOID MOTHERSHIP
Did you retexture them?
These are the ones that come in the ship pack. As i mentioned before, these ships were originally made for a game called Oolite, an ELITE remake. The textures are so detailed when you look at them, look stunning imo. They are all lightmapped as well, all i did was just convert them
Amazing! I thought it shows in-game same as in HardCMP... I just didn't get a chance to try them yet. Well, now I know what engines will fit them!