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Simple starship - WIP
#139127
07/02/07 04:31
07/02/07 04:31
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Joined: Nov 2003
Posts: 170
Tachys
OP
Member
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OP
Member
Joined: Nov 2003
Posts: 170
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Hey all! was working on something as time allows, and figured I'd give you all a glimpse at my funbling around with modelling and texturing. It's a simple starship for a project I'm working on, bringing a board game from my youth into 3d, Homeworld-style. Heres a couple of views:  All in all, 96 polys... I think  CC required!! ***grins*** edit: Here's the iso view 
Last edited by Tachys; 07/02/07 10:46.
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Re: Simple starship - WIP
[Re: Tachys]
#139128
07/02/07 13:32
07/02/07 13:32
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Joined: Aug 2003
Posts: 7,440 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,440
Red Dwarf
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well,looks like an arrow head! Maybe add some more details?
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: Simple starship - WIP
[Re: aztec]
#139130
07/02/07 18:18
07/02/07 18:18
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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The first two views don't show much besides the texture but the last one you've edited gives a more perspective look, which from that look it doesn't look bad  One comment I have is that the thickness of your model could be increased because it's abit flat like aztec already mentioned but maybe you've tried to give it an aerostatic shape so it coud give the impression when being ingame of a high speed aircraft  Besides that little detail, keep on updating this, I'm curious who this will turn out eventually ^^ Btw, the polycount untill now could be increased because your model is lacking detail. The amount of polies could be increased till 1000-2000 max. which is quite normal for these days models. Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Simple starship - WIP
[Re: Tachys]
#139132
07/03/07 00:44
07/03/07 00:44
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Joined: Feb 2002
Posts: 357 Florida
Zelek
Senior Member
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Senior Member
Joined: Feb 2002
Posts: 357
Florida
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I don't mind the low polys at all, I love seeing well-designed models with very low poly counts. It's always nice to know you can throw a couple dozen on screen at once if you want. The texture is what will make or break it. Two things I would shoot for with the texture: 1) Try to avoid really small details. I can see some little wires and stuff in the hull plating, but from a distant view (especially in an RTS type game) these details just look like fuzzy little pixels whenever the screen rotates or moves. 2) Make the model look like it has a lot more polygons by giving good bump mapping to the texture. There can be plates and windows and all kinds of stuff that will sort of stick out from the hull. Here's a couple screenshots I found via google to maybe give you some ideas: Ship 1 Ship 2
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