I remade one of the turrets from Moff Gideon's light cruiser at the correct scale and put it in the front mandible (back a year+ ago when I was first planning it I was thinking they could be the main hull turrets, but Gideon's ship is too much smaller for that, so now I'm 90% just taking inspiration from the ISDs now for detailing). Has a nice field of view and I figured it could turn inward to threaten to fire on any ships they are tractor beaming into the hangar.
Thank you! Here are a couple of screenshots from sketchfab testing, so this is realtime. I think the nacelles/rollbar section's materials are all looking good to go and dialed in. I just need to bake the running lights onto that section, and then texture the saucer/body.
More small updates: a test render of the Howlrunner (still needs more paneling esp on the underside, which is currently monochromatic), and an imperial officer hat. I'm not sure how / how detailed of an officer I will make. Definitely not one good enough to hold up this close, definitely not doing any facial animation or anything, but it was kind of easier to model this hat shape than to sculpt it, for me.
My models, everything made by me except the embers/sparks over the explosions are from pixabay royalty/attribution-free stock photos. The D7 remains competitive in the TMP era!
Took a detour to upres the formerly low-ish detail AT-ST I started earlier in this thread into a hero asset- almost done. Not planning to feature it super heavily in the gladiator animations but I'll maybe share or sell the model.
Not thread necro because it's my own thread - haven't had the best end to my 2023, but in 2024 I will finish the gladiator star destroyer and it will look good!
I fear it's probably more low-tech, but I bet if I took these tools back to say, game dev in 2005, my skills would probably be in demand. The main weakness of it is that it's limited by the UV density / overall texture resolution, vs modern games use a 'decal' method where any details or insets/panel lines or labels are overlaid from a separate texture sheet of just high res details, so they can appear to be extremely sharp, while the overall surface uses tiling materials. Though Battlefront 2 and such look to still just use regular texture atlases for the whole ship.
Some more material updates, and a screenshot in sketchfab looking much better than Painter. Just a couple more details and the x-wing is done. I'll need a TIE fighter as well to put on the rack of the carrack cruiser, so that may be next.
Another very very minor update- you may have seen above that my old TIE fighter model had too much grunge and not-quite accurate wing panels, so I updated its textures to get a touch more accurate.