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Post Re: NEW SHIP (not named yet)
Is the "combat transition" animated? Or just 2 different states of the model?

The model looks decent, but I'd like to clean it up a bit and smooth out some of the jagged edges if that's okay. Once you get a .obj exported, I'd like to take a look at it and clean it up/re-upload before anyone goes crazy with it.

*If you can't export to .obj, export as .fbx.

The reason you need to export is because lightwave doesn't support texture coordinates (UV's) as part of the model, which is how the game engine knows how to "paint" the texture onto the model.

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Mon Nov 26, 2012 10:53 am
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Post Re: NEW SHIP (not named yet)
This is the .obj file. had to put it in a .zip file but its a .obj in it.


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Mon Nov 26, 2012 5:54 pm
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Post Re: NEW SHIP (not named yet)
james5 wrote:
This is the .obj file. had to put it in a .zip file but its a .obj in it.


Do you have the "combat" mode model as well as a .obj?

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Mon Nov 26, 2012 6:00 pm
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Post Re: NEW SHIP (not named yet)
its the same model. in modeler i have bones attached to it witch make it open and close.
the .obj cant read them how ever ill put an obj of them open.

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Mon Nov 26, 2012 11:19 pm
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Post Re: NEW SHIP (not named yet)
Looks like a Diamond-T Fighter to me. Nice design for sure.


Tue Nov 27, 2012 4:18 am
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Post Re: NEW SHIP (not named yet)
Here is the "combat model". if you need any thing else let me know.


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Wed Nov 28, 2012 5:41 pm
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Post Re: NEW SHIP (not named yet)
So I've looked at it, and short of re-modeling it, I can't / am not willing to do much in the way of texturing. So if anyone else wants to mess with it, feel free.

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Fri Nov 30, 2012 3:39 pm
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Post Re: NEW SHIP (not named yet)
any reasons why you you can't / or not willing. is it to complex?

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Fri Nov 30, 2012 5:57 pm
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Post Re: NEW SHIP (not named yet)
james5 wrote:
any reasons why you you can't / or not willing. is it to complex?


Some of the geometry is messed up or way too complex. Specifically on the front end, you can accomplish the same look with a lot less polygons. It's not very "clean"; I may a bit OCD/anal whatever, but I can tell that with a lot of the edges(to achieve the shape you wanted), you just moved individual vertices without moving the rest of the edge.

Basically, the edgeflow is really jagged and I'd feel a lot more comfortable about UV'ing/Texturing it if I just remodeled it using your ship as a reference. Which I'm not opposed to doing, but there needs to be a place ready to accept the ship before I put that much time into it. So basically the content would be done or whatever, it would just be waiting on a ship model to fill that role. That has nothing to do with you; that's on the Dev team to find a place for it or create content around it.

With all that being said, if you continue to model, try to use as little geometry as possible to achieve a certain look, then go back and make it more detailed later. So start with the basic shape, then add in the finer details. You'll end up with a much cleaner looking model, and everything will look more appropriate.

EDIT* To clarify with the "messed up geometry"; all polygons should either be 3 or 4 sided for the best results when rendering with a game engine. The engine will only render triangles, or triangulated meshes. So when you have some faces that have 5, 6, or I counted up to 9 maybe different edges on one of your faces, those triangles that are triangulated from that might be at weird angles or have weird looking normals, so light won't reflect correctly. Rather than going in and fixing each area by hand, I'd prefer to just re-model as I said.

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Fri Nov 30, 2012 6:26 pm
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Post Re: NEW SHIP (not named yet)
Ya i do see what you mean. Basically i mad the ship with points then mad the poly off that, then just "mirrored" it to make it the same on both sides. If you want to re-model go for it.

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Fri Nov 30, 2012 7:40 pm
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Post Re: NEW SHIP (not named yet)
If you remodel it, I'll shove it in the client SVN. I don't have a use now, but there are plenty of wild AI still to be made and/or T22 ubers/adds/whatevers.

"Build it and they will come"
"Make it, and I will use it." :P

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Sat Dec 01, 2012 11:13 am
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Post Re: NEW SHIP (not named yet)
Regardless of whether you re-model it, I'm texturing it as I write this post.

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Sat Dec 01, 2012 11:45 am
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Post Re: NEW SHIP (not named yet)
Blue Dwarf wrote:
If you remodel it, I'll shove it in the client SVN. I don't have a use now, but there are plenty of wild AI still to be made and/or T22 ubers/adds/whatevers.

"Build it and they will come"
"Make it, and I will use it." :P


Fair enough; does that go for any "decent" ship model?

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Sat Dec 01, 2012 1:06 pm
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Post Re: NEW SHIP (not named yet)
Pretty much, if I can think of a use. I have a good idea for the Helios one but not the time.

I might start doing a "Side-project Sunday", a day where I have a project, and only work on that project that day to get things like this done. Allows me to do the important stuff, while still develop something simple on the side. :)

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Sat Dec 01, 2012 1:13 pm
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Post Re: NEW SHIP (not named yet)
Ill see if i can fix the front and ill look and try to fix some of the other areas.

thecrazygamemaster wrote:
Regardless of whether you re-model it, I'm texturing it as I write this post.

I look forward to seeing what you come up with.

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Sun Dec 02, 2012 10:28 am
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