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Post Re: Textures
I personal like it a bit more round. it gives a scary fell to it. Plus i really want to get the fell of a open claw, and a claw is more round then like a box.

Another model a really want to fix is the Rosie. its like a paper plate lol. I'm not sure how to do that one yet. I am trying to think how i can add depth to it but not lose the rosie fell.

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Thu Mar 10, 2011 9:30 am
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Post Re: Textures
Quote:
Another model a really want to fix is the Rosie. its like a paper plate lol. I'm not sure how to do that one yet. I am trying to think how i can add depth to it but not lose the rosie fell.


Here is what the rosemary profile should look like (roughly) from the back:
Attachment:
Rosemary Profile.gif


Basically the engine ports should be much taller, and more oval than circular, with wings sweeping down to give more depth to the back of the ship.

The cockpit should be smaller and centered within the ship. The arms should have more depth to them at the base, narrowing from the wings into the hook at the tip.

Also one of the worst general mistakes that is making the ships look like paper plates is the flat bottoms. You can get away with using fewer polys on the bottom, since it won't be seen as much by the camera, but leaving the underside of the ship completely flat makes it look really bad when the ship banks.


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Thu Mar 10, 2011 5:48 pm
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Post Re: Textures
One thing that might look cool on the DS is if you took that polygonal engine in the back and removed it from the main smoothing group so that it makes more of a contrast with the rest of the organic-looking ship.

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Thu Mar 10, 2011 6:30 pm
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Post Re: Textures
JeffL wrote:
One thing that might look cool on the DS is if you took that polygonal engine in the back and removed it from the main smoothing group so that it makes more of a contrast with the rest of the organic-looking ship.


you mean remove the engine completely?

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Thu Mar 10, 2011 7:14 pm
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Post Re: Textures
No, make it look like an engine...on a ship, not, a ship and engine as one unit.

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Thu Mar 10, 2011 7:21 pm
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Post Re: Textures
I'm looking at the model right now and the engine is the most polygonal thing on the ship. It's a hard-edged hexagon and to me it contrasts with the rest of the ship nicely.

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Thu Mar 10, 2011 7:47 pm
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Post Re: Textures
i changed the wings real quick to see what it was like what do you guys think?


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Thu Mar 10, 2011 7:48 pm
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Post Re: Textures
here is the vid for the animation on that DS.

http://www.youtube.com/watch?v=pWIWvZh2 ... tube_gdata

let me know which one you guys like more.

Edit: after looking at it in the game i think i like the modified version more. it looks exactly like a DS when flying from above. Plus i think it still looks cool side on when you shoot

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Thu Mar 10, 2011 8:10 pm
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Post Re: Textures
cgcgames4 wrote:
i changed the wings real quick to see what it was like what do you guys think?


THAT IS EPIC!

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Thu Mar 10, 2011 8:54 pm
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Post Re: Textures
Smoothing groups are basically just groups of polygons where the lighting on them makes them look as much as possible like one curved surface. If you put two polys into separate smoothing groups, then the edge between them will look like an actual edge, rather than a little rounded. If you remove the back engine from the main smoothing group, then the lighting on it should be a lot more hard-edged. Not a big deal, though.

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Thu Mar 10, 2011 9:05 pm
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Post Re: Textures
you meaning something like that?


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Thu Mar 10, 2011 9:16 pm
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Post Re: Textures
Eh, I never liked how the Death Strikers were kinda rectangular from the top. I prefer the more claw-like curves in the wings from earlier. Besides, I'm halfway through texturing these things already, and I believe people will like the designs I've come up with.

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Thu Mar 10, 2011 9:54 pm
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Post Re: Textures
cool cant wait to see it.

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Thu Mar 10, 2011 9:58 pm
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Post Re: Textures
just to show a side by side of the ships


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Thu Mar 10, 2011 10:05 pm
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Post Re: Textures
I think the curved one is a lot scarier.

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