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3D Model Showroom
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Re: 3D Model Showroom |
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Just can't stay away
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@Kuze:
Good work on the cannons, look solid. I look forward to seeing them in game.
Posted on: 2014/5/31 7:21
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http://vnm51.deviantart.com/gallery/45865900/Freelancer | ||||
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Thanks, well the ship is not intended for use in FL, it is just a personal project of mine, on the other hand I am working on one last big ship pack with circa 55 ships
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Posted on: 2014/6/7 10:10
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![]() Sketchfab - deviantART |
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Home away from home
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Hi! I tried to make the Bretonian Destroyer looking smoother, what do you think?
Attach file: ![]() ![]() ![]() ![]()
Posted on: 2014/7/11 14:57
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Not bad
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Posted on: 2014/7/11 16:20
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Open Sirius Mod | ||||
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Re: 3D Model Showroom |
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I'm currently working on a human-like Nomad jumpgate design:
![]() It's WIP, I'll surly add more details, but I want some opinions on the idea. I replaced the obelisks with antenas and the big bulky parts with solar panels.
Posted on: 2014/7/31 20:51
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Can't really critique without seeing the topology. Wireframe overlay plox.
Posted on: 2014/7/31 21:23
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"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan | ||||
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Posted on: 2014/7/31 21:36
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Other than those unnecessary cuts on the blue pieces, it looks pretty clean. My advice would be to bulk up the outer edges of the solar panels. Having an acute angle on a border edge always looks unnatural.
It's also a very large object - you can afford to spend a whole lot more budget on establishing the silhouette. You can make the core round pieces a lot smoother with more splits. I'd also have to take a closer look a the round bits at the end of the pylons. It MAY just be that the resolution is making them look higher res than they are, but the non-wireframe image suggests otherwise. Try to keep your polygon density uniform.
Posted on: 2014/7/31 23:14
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"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan | ||||
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Re: 3D Model Showroom |
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Thanks for the advice, I'll get right to it
![]() I try to keep the polys uniform usually, and the unnecessary slices are little fails I had during the modeling progress. I'm far from being a pro :p
Posted on: 2014/7/31 23:40
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"I'm not and never have been mad at you, dude." -Sizer | ||||
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You guys kissed and made up yet? Sounds like it
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Posted on: 2014/8/1 4:41
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Yeah, nice to see that anyone but sizer saw my introduction post...
That's it for off topic, if you wanna discuss something pm me.
Posted on: 2014/8/1 8:05
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"I'm not and never have been mad at you, dude." -Sizer | ||||
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Finally done!
I removed all the unwanted slices, bulked all the sharp edges, and added details to the little energy balls. Behold! ![]() ![]() ![]() ![]()
Posted on: 2014/8/1 17:42
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Looks neat. I like the design. There is always room for improvement, but for Freelancer I think it is ok.
Posted on: 2014/8/1 18:09
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A nice interpretion of a human remake of the Nomad gate. It still shows those human-tech elements they seem to need to create a jumpgate with their limited knowledge, but by its shape it definitively shows it's real origin. Also a great touch are those solar panels. I always wondered where all those tradelane routes and jump gates get all their immense energy from.
Posted on: 2014/8/1 18:26
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How to create .SUR files - Tutorial | ||||
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Thanks. I aim to keep it up with the art style and detail level of the game, so I guess I did it well.
Posted on: 2014/8/1 18:28
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"I'm not and never have been mad at you, dude." -Sizer | ||||
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