back on page 5 i think it was i posted some ship i had sitting on my hard drive, they were high poly pictures and i said i was working on some low poly models abd was aiming fro aroun 1000 poly´s, here is a picture of the low poly game version i hope to texture and release. <A href=´http://www.sperlingretail.com/JF/lowpoly fighter.jpg´ Target=_Blank> Fighter1 </a>
Posts by Nighthawk
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in my experience i have always found modelling each bit as a seperate part then joining the whole ship together makes modelling easier, it may depend on what package you use and what techniques you model by but for me the part by part modelling technique works well, also this helps me in my skinning, the parts are already broken down ready to be split and mapped, trem0r, your model is a good start for modeeling, in my view you could have done with seperating the model up more, the cockpit for instance could be a seperate model to the main body, the wings could have been modelled on their own as could the tail and engine, maybe its me but i see a lot of models being made from one primative with vertex streched about to make a shape, im my experience this always causes problems when it comes to skinning and mapping the textures correctly, and as argh correctly said, remember the skin can make or break a model, i have always tried to come up with low poly ships and untill my last few i was keeping them under 1000 but they looked good becuase of the skin,
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for my skinning i use Paint shop pro, i have been using it since release 6 or 7 its now on 9, its not as versatile as Photoshop but i find it easier to use, it retails for around 80 dollars in the states, i believe, and in england you can pick it up for under 20 quid if ya happy to use older versions, it certainly has done my models proud in the past <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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@ arton, i know your still young to modelling but your models lack design, i feel you need to learn the art of modelling instead of the simply pulling vertex around, its one thing to take a poly shape and pull its corners around and come up with a chape t
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whats the best programs for converting tga´s to dds files then? i use paintshop pro most of the time but not sure that handles dds files <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>
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hmm dds maps, i have never used dds i always tga but split the mapping into lots of little bits, i hail from the old days when a 256 x 256 tga was the typical map style and size, so typically my shipd have anything upto 7 textures per ships, for the glows i always try and use optical effects to create a glow look, maybe its time i started looking at dds file i dont know
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I like the ship but think it would be a pig to texture well, the station is cool i like very much, good job, although there is a beed for welding, i dont believe it is really needed for the game model, maybe if you are going to use it for 3D ART but for game models you will loose alot of non round look when the texture is applied, plus it helps keep the poly count down to a good low level, i have always found that for game models its always better to go for the lower poly count and sacrifice a little of the smoothness look, the non rounded look on the rings will be lost when a good texture is applied and if they are not then you should make a texture that highlights the faceted look and make it look like is a design feature, ie, sections of the station or a habitat ring with individual living quaters in each facet type thing, good models well done
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must agree with the others, the textures seem to hide alot of the detail and shape of the model, from what i can remember the model looks pretty close to the original but something is not quite right and i cant put my finger on it, maybe its the textures. good job non the less
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I know exactly what you are talking about the guns are way over detailed for game model and will be made simpler, the models pictured were really the prototype models i started for my animation i was creating, they didnt really start as a game model but then i figured what the hell, the low poly model with look nearly exactly the same but with (as you said) the texture taking care of the detail. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. i hope to get back to work on htese babies very soon, along with my other craft i have sitting around, i think i started a few freighters, and even a cap ship, the freighters and cap ship where originally designed for a mod someone was making but it fell through. maybe someone else needs a cap ship lol
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they are alittle high i am (or was) working on two model at th same time one high ploy one low poly, the ones pictured are currently sitting around the 8K mark but that will be much reduced in the low poly model i usually aim for around 1000 polys in my models.
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just been scanning around the forums and happen to stumble into this one <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> and thought hey i have some unfinished models i could show people see if its worth me carrying on with them, so here they are, both are fighters and where originally designed for fixed weaponary which make them a little different to most FL ships i have seen , <A href=´http://www.sperlingretail.com/astralprime/fighter1.jpg´ Target=_Blank> Fighter1 </a> <A href=´http://www.sperlingretail.com/astralprime/fighter1_underside.jpg´ Target=_Blank> Fighter1 again </a> <A href=´http://www.sperlingretail.com/astralprime/fighter2.jpg´ Target=_Blank> Fighter2 </a> <A href=´http://www.sperlingretail.com/astralprime/fighter2_2.jpg´ Target=_Blank> Fighter2 again </a>
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hey good to see some of the old names still around, if people only knew the history of the modellers on these forums before flaming them to death lol oh well thats life. Nighthawk aka Yedan (astral prime studio)
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Victor sorry but i fail to see your pionts the panels infront of the canopy will look different due to the fact that no bump mapping is used on spawns image hence the defining lines of the hull plates (which is what i assume you mean) are missing, same
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@RE I respect your opinion prob more than most as i have witnessed your own modelling skills and must say they are awesome. But im sorry to say i must disagree with you on your pionts. 1, the skins i believe are the same skin, the differnce is the col
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yep got it thx.
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Thx guys, does that also work on a complete re-install (ie after everything has been un-installed) or is it only a re-install over the top it works with.
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I may be sounding thick here but were do you put it back in too, i haven´t found anything that has asked me for my account code, or did i miss something.
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have you tried going into the options and assigning something else to your wheel.
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good to be back MD Thanks
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i think its the b****cks well done mate and yes im the original nighthawk <img src=´http://www.dixie75.freeserve.co.uk/NH.gif ´>