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Wednesday, December 29, 2010 - 09:26

Also, shouldn't this go into the 3D section?

Wednesday, December 29, 2010 - 09:25

Nice melodies! The drum computer along with the drumming itself sounds ridiculously cheap though. Nice song nonetheless.

Also, Arcturus is better than Sonata Arctica *flees* ;D

Tuesday, December 28, 2010 - 09:34

Woohooo, crates! How oldschool is that? :P

Wednesday, December 1, 2010 - 15:51

Trippy. o.O Also, I'm amazed by the progress of your style and skill. :D

Tuesday, September 7, 2010 - 12:35

a very unaware question, what is C&C

As far as I know, it's short for "constructive criticism", although why there is an '&' inbetween I do not know. :P

At least at first sight I can tell that such an uneven poly density distribution is not very good. The bottom round part and the exhausts are way to detailed (smooth round) for a low-poly mesh (unless you really aim for the super complex >20.000 poly ingame model, that always covers half of the screen)

Hehe, chill! Well, I really don't have any concrete plans for it except hopefully getting to finish the model and its texture. The whole thing is ~1050 quads -> ~2100 tris and I can still tweak it down to a reasonable level later on, though the engines are definitely not the parts which will lose their smoothness. *g* You'd be surprised what kind of poly level one can squeeze into models of a space game and still get decent framerates, since all rendering methods are pretty simple and LOD'ing can be exploited to the max. Anyway, I will try to tweak it, though.

It's actually supposed to be a transport or drone-carrying mining ship of some sort. The opening at the top back part of the ship's body is supposed to be the drone bay.

One thing I might suggest is turning on the smooth surface modifier, along with edge split.  That should make it so that your sharp angles stay sharp, but the very mild angles (like for your engines in the back) will be rounded out.

Will try it later on. :)

The other thing you might try when you texture it is to use a specular map.  If you take a look at a lot of pictures of spaceships, you'll notice that they're made up of small metal panels, and there are subtle differences in reflectivity from panel to panel.  A specular map gives you this effect and adds a lot to the ship.

I'm quite aware of this phenomenon, in fact, I tried it several times to copy that effect, but since I suck mightily at texturing, I usually failed. :P

Wednesday, August 25, 2010 - 14:09

Looks truly f*cked up with my texture, haha :D

Thursday, July 22, 2010 - 08:55

You can remove it yourself, I think. :)

Monday, May 3, 2010 - 11:50

Holy shit, somebody actually used one of my crappy textures :D

Wednesday, April 28, 2010 - 09:36

Nice :) It would love to get textured though ;P