here here, every model you make teaches you somthing new. Now, dont force your self to work on somthing your no longer interested in but dont be discouraged by how it looks right now. Just keep workin on it.
Ok ill continue.... Btw what to do when the model is finished? What needs to be done to get it pre-alpha ingame?
first you need to finish it. then you need to create a low poly count version so thats its runnable on home PC's. thats all I know.
sacrifice 3 virgins (they have to be virgins during the immolation so no testing for you) Enkindle your computer (if the virgins are virgins your computer only smells a little bit awkward) Speak 300 TIMES, loud and comprehendible [Dont be mean to new people who are trying to help] After that 150 TIMES backward and than maybee the iluminated one appears. You know normal routine implementing stuff into a mod
Usualy it goes like this: High Poly Model - well over 100k polies in some cases (The blizzard cinematics as an example used well over 5 million polygons for the that marine) Low Poly Model - This is the one which will be used ingame for source games I think it is around 10k polies... Unrawp the low poly - This is when you take the model you made and "Unrawp It" giving it texture coordinates Baking the high poly - You "Bake" the high poly onto the low poly creating a normal map, with the details of the high poly one with lower cost to performance Texturing the Unrawp - the unrawp you made now needs to be textured; basicaly you are painting your model. In modern engines there is not just the color map but also specular map (How shiny it is) and a shitload of other maps... Fun funfufn... Compiling - Compile the model into source for profit
I would offer to help texture, mostly because I suck and need exp., but I wouldn't be able to texture something that big and detailed when its done.
Wow relax people! Its far from finished! The people here demanded details and I shall deliver! My pc crashed yesterday because i copied details :eek: Btw when its finished in what kind of file do you need it? (Im using maya 8.5)
looking much better, the only suggestion I have for now is make the angles on the turrets less harsh, I know that's how they look in real life, but it wouldn't hurt rounding them off for the game's sake.
This is a stealth ship, round corners are not stealth When in the far, far future I will start on a NF destroyer things will be round. anyway is this better?
You could select the edges and do a polygon > bevel on the back side. Then you can edit the bevel in the channelbox, just select the whole objext again and select the last entry (polybevel) in the channel box, scroll down for all its values. Thats usually how I do it. Make sure you have history enabled though.
The big square area in the back is a fuel and ammunation spot for aircraft But I will take a look at it
Don u aut to put Zehtuka as a modler under his name. Also sharp edges cause major problems with colision code.
just because he does stuff for the community doesnt mean he gets a user title. if he had the title of Modeler then people would think hes a dev, which he is not. also, learn to speak proper english, or just dont type the stuff you cant properly spell, because its confusing as fuck.