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3 Dimensional Chat / New Model:Space Craft, check it out

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Gir
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Joined: 17th Mar 2003
Location: Crazy Taco
Posted: 21st Dec 2004 06:45
Hey just thought I'd post this see what everyone thought. Its 1 of 5 models im doing for Scarlek, its 436 Polys. Comments welcome!



I'm makin' a cake...
BenDstraw
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Location: Arizona
Posted: 21st Dec 2004 10:56
Its really good kinda squared off but thats ok

¤§Ben§¤

B-L (Black Lab Studio) *Woof* ~ Other Member(s): BL Mason
Mason
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Location: Arizona
Posted: 21st Dec 2004 16:51
Thats very good . Low poly too. I'm interested in what game your making. Possibly put a work in progress thread when its reaching its Beta state. Keep it up.

¤§Mason§¤

B-L (Black Lab Studios) *Woof* ~ Other Member(s): BL Ben
Vai mamar na pila
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Posted: 21st Dec 2004 23:25
its really good, but the core texture seams to granulated, you should do it a little more metallic i think.
Gir
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Posted: 22nd Dec 2004 00:00
Hey thanks for the comments, well firstly the game is Scarleks, so you'll have to ask him about that.

@sandra yeah it wasnt too bad when i was working on a higher res texture, when I reduced it to 512x512 it got worse, heh, i actually hadnt picked up on it till you said that , its pretty hard to get metallic looking on the texture alone, after all it is a metal texture that i used for the background layer and it still doesnt look quite right, hmmm...

@BL Ben yeah it is supposed to be a kinda heavy duty fighter, and therefor pretty bulky, oh and aerodynamics are not so important in space

I'm makin' a cake...
Scarlek
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Posted: 22nd Dec 2004 00:18
We'll announce details on the game when it's a little more exciting.

For now:

4X realtime strategy based on the Master of Orion series

eXplore, eXpand, eXploit, eXterminate

250+ randomly generated systems to eXplore
Upto 9 randomly generated planets in each system to eXpand your empire with.
4 main races to eXploit (and eXterminate)
4 subraces to eXterminate (think StarShip Trooper bugs for one subrace)
No game is ever the same. (We hope)

Currently the game is in early stages but the system/planet generation and basic gameplay is in.

- To keep things on topic, once you see the ships in the game you'll realise that upclose shots of the fighters will be a very rare thing so the current textures are more than adequate for the needs.

- Creating Games even I would play -
Gir
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Posted: 22nd Dec 2004 00:45
Heh what do you mean adequate!

I'm makin' a cake...
Scarlek
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Posted: 22nd Dec 2004 00:54 Edited at: 22nd Dec 2004 00:54
[/b]
Quote: "more than adequate"
- meaning very good in my books

- Creating Games even I would play -
Shadow Robert
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Posted: 22nd Dec 2004 01:17
I'd say the texture needs some shading and to show it out of a brazil render. It's annoying when people render out using high-quality render engines, makes it harder to see what will be wrong with it in-engine.

I think the texture does need more detail, shading.. The tailwing could do with looking at again too, seems to a different design to the wings. If you square off the wings; do the same on the tail, then add the edge detail via texture shading.


Gir
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Posted: 22nd Dec 2004 01:38
I thought about putting more detail onto it, but i didnt want to ruin it, but im getting better all the time

What is Brazil Render? It is rendered through 3D Max's standard render, Im not using a light or ray tracer.

See what you mean about the back, ah well too late to fix now, but i will bear it in mind for future models.

Thanks for the comments everyone

I'm makin' a cake...
Shadow Robert
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Posted: 22nd Dec 2004 02:49
Quote: "What is Brazil Render? It is rendered through 3D Max's standard render, Im not using a light or ray tracer."


Latest Max GI must have improved considerably since I last used it, Brazil's trademark rendering is the blue hue Global Illumination; just like your model. Max certainly doesn't render out like that without altering the settings, cause i'm working with it right now and my test renders aren't comming out like that


Mason
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Posted: 22nd Dec 2004 03:28 Edited at: 22nd Dec 2004 03:28
Quote: " eXplore, eXpand, eXploit, eXterminate "
Wow, I like that, Alot. I hope to see it up here one of these days.

¤§Mason§¤

B-L (Black Lab Studios) *Woof* ~ Other Member(s): BL Ben
Gir
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Posted: 22nd Dec 2004 11:12 Edited at: 22nd Dec 2004 20:35
Well im using max version 5, the blue hue is due to my texture, i have used kinda blue back grounds as that is the style i like rahter than due to the render. I have used light tracers and a sky light for other rebders but, i have prefered a simple render as , as you say, it shows my texture rather than 3dMax's rendering capabilities. The max render is far superior to DBP but is still a basic render rather than a lot of lighting with it.

I'm makin' a cake...
Wiggett
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Posted: 22nd Dec 2004 12:26 Edited at: 22nd Dec 2004 12:27
somehow the texture makes it look a lil girlie, as in the symbols on the side. maybe the blue bits too, just looks sorta liek the ship is wearing make up, give it some sorta beefy texturing

that dude
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Posted: 22nd Dec 2004 12:46
i like it.
i have to say that i think that is bad lighting for it.it would look absolutely incredible with cartoon shading

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
Gir
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Posted: 22nd Dec 2004 22:13
Heh you really think it looks "girly"? wow...well....i wasnt expecting that.

Also i didnt want to put too much shading on it as i dont know how the in game lighting will work, and a metallic sheen could be added in DBP that would look much cooler than if i tried to do it myself.

I'm makin' a cake...
Scarlek
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Posted: 23rd Dec 2004 06:12
There's an upcomming WIP post that'll show how the ships are implemented ingame. - You'll all see how well it fits together soon.

- Creating Games even I would play -

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