Much better! The Vagyr have no time for curves and rounded objects!!
I would chamfer the corners of the depressions though, keeping them squared off looks unnatural and looks out of place with the rest of the angles.
That also goes for the two recesses cut into the underside where the nav lights are. If you look at the hangar bay, then the recesses, it looks a lil bit sketchy.
I knew you were referring to that region, I just didn't understand what you wanted me to do with it. It's gonna be a mish mosh of greeble and plating. I might even go so far as to add subsystems such as the sensor arrays.
A word of notice to everyone lurking around this thread. I am gonna start learning Maya, so I won't be posting anything any time soon. For all we know, I might be better with Maya than with Max. If I can handle the software, you might see better-detailed Homeworld ships in the future.
I have a good handle on maya, but back in 3ds max, I pulled out a surprise...
Here is a proxy model of what I wanted to go for in terms of an atmospheric Taiidan gunship, mostly used for police duties and troop drop off. I will add the guns later on, but that's what I have so far. The 5'11" biped is to scale.
hehe bigger works, i dont know where i have put it but i used to have some old HW1 concept art of a corvette sized ship docked on planet, and it appeared to be pretty large, so i think it works! keep it up
Aardwolf: I took your word for it, which also led me to rebuild the base model (as usual -_-) and go with a bit more game accurate approach to the SC2 Cinematic model.
Not the best texture in the world, but it's alright, right?
I think the texture is fine if its gonna be from a med-long range distance... If your going for a closeup shot of these in a video might want to add in some rivets or bolts... the rest of the texturing on it is great.
Posts
I would chamfer the corners of the depressions though, keeping them squared off looks unnatural and looks out of place with the rest of the angles.
That also goes for the two recesses cut into the underside where the nav lights are. If you look at the hangar bay, then the recesses, it looks a lil bit sketchy.
I was talking about the read part. I think it would help break up the monotony there a little bit.V_FS_ChamferHighlight.jpg
Sorry, I tend to articulate myself poorly a lot.
BTW any chance you're using the student versions?
Here is a proxy model of what I wanted to go for in terms of an atmospheric Taiidan gunship, mostly used for police duties and troop drop off. I will add the guns later on, but that's what I have so far. The 5'11" biped is to scale.
Here's a quick little pose I made after smoothing the mesh.
Smoothing the base mesh is almost done. Just gotta smooth the blades, the wings, and the door in the back which I forgot to show you all.
Here's the mesh so far, 234k polygons without turbosmooth.
A close up of one of the vents at the side.
And a close up of the fuel injected rotor system I thought of.
Comments anyone?
Rotors are larger this time, since in the old model, they looked too wimpy. Plus she's bigger than before.
"Battlecruiser Operational."
Start a project, never finish. Start a project, never finish. When will this cycle end?!
EDIT: 850m long and 13k polys so far by the way.
After you get past the concept of interior windows, it's not all that bad. All the characters are silhouettes of a simple model.
Any suggestions for this ship aside from the possible "Needs more gunz!" or "Needs more greeblez!"?
Modeled, textured and rigged. Now to set up the particle emitters. Not the best texture in the world, but it's alright, right?
I think the texture is fine if its gonna be from a med-long range distance... If your going for a closeup shot of these in a video might want to add in some rivets or bolts... the rest of the texturing on it is great.
2.6 million polygons on the box to the left, 1k to the right:
It isn't the best normal map in the world, but it's a start, right?