HAMMER aka TOAD - LIHW Heavy Fighter
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Two more concepts/quick drafts (NOT FINAL!!!!!):
Eeeii! Stop shooting at my shiny ship, capitalist scum!
(too much red atm, I'm working on it... Guess where the inspiration came from )
A hunter ship. Going for a discrete, camoflaged (i.e. black-ish) look. You won't know what hit you until that torp is ten meter from blowing your ship to a million pieces...
Here's a better pic of the sabre-tooth tiger painting - which may or may not become a common theme among hunters... do they need a logo? Or maybe they already have one that I'm not aware of?
Eeeii! Stop shooting at my shiny ship, capitalist scum!
(too much red atm, I'm working on it... Guess where the inspiration came from )
A hunter ship. Going for a discrete, camoflaged (i.e. black-ish) look. You won't know what hit you until that torp is ten meter from blowing your ship to a million pieces...
Here's a better pic of the sabre-tooth tiger painting - which may or may not become a common theme among hunters... do they need a logo? Or maybe they already have one that I'm not aware of?
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- Elite
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Well, there is a Hunter faction... And as a faction they might have a logo, but you do have a point.
Having a custom paintjob for every single different hunter... ugh... it's not gonna happend, unfortunately. I'll leave any "logos" off the ship, but they sabre-tooth paintjob stays!
Ugh.. the ISO paintjob is really gaudy. I need to work on the colors there...
Having a custom paintjob for every single different hunter... ugh... it's not gonna happend, unfortunately. I'll leave any "logos" off the ship, but they sabre-tooth paintjob stays!
Ugh.. the ISO paintjob is really gaudy. I need to work on the colors there...
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For those who might think the fangs are too big, like I did at first, here's the reference:
http://en.wikipedia.org/wiki/Smilodon_californicus
http://en.wikipedia.org/wiki/Smilodon_californicus
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If per FlightGroup differentiation ever happens, I don't see any other way to for it to happen save through procedural generation of a decal texture mapped into some designated regions of the hull. VS has logo/decal support now, but I wouldn't bother worrying much about anything requiring them until after model format changes dependent upon engine reorganizations have happened (and we don't have procedural texture gen yet anyway ).
Hmm. The saber-tooth is pretty, but the color ratios aren't quite what I was expecting, namely I was thinking more Blood, less charcoal - if one of the skins were to be a bit brash, I'd expect it to be the Hunters. They aren't stealthy assassins, they're in the business of killing for fun and profit
So, impudent, but not necessarily gaudy
Hmm. The saber-tooth is pretty, but the color ratios aren't quite what I was expecting, namely I was thinking more Blood, less charcoal - if one of the skins were to be a bit brash, I'd expect it to be the Hunters. They aren't stealthy assassins, they're in the business of killing for fun and profit
So, impudent, but not necessarily gaudy
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Alright, I'm on it. The colors you suggested made me think "stealthy"... But the tiger paintjob will go pretty nicely with a more striking look, too.jackS wrote: Hmm. The saber-tooth is pretty, but the color ratios aren't quite what I was expecting, namely I was thinking more Blood, less charcoal - if one of the skins were to be a bit brash, I'd expect it to be the Hunters. They aren't stealthy assassins, they're in the business of killing for fun and profit
So, impudent, but not necessarily gaudy
*bump* I still want them (and vector graphics for any other logos there are, too).tiny paintings wrote:Are there any originals around for the ISO logos? I found bitmapped versions of 'em but what I'd like is vector graphics (if there aren't, I'm game in re-creating them from the bitmaps).
If anyone else wants to do a skin for the ship, I'd be happy to outsource the production of LIHW and ISO skins.
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If they exist, I don't have 'em ... the only person who might (besides whoever made them) is hellcat I guess...tiny paintings wrote:*bump* I still want them (and vector graphics for any other logos there are, too).tiny paintings wrote:Are there any originals around for the ISO logos? I found bitmapped versions of 'em but what I'd like is vector graphics (if there aren't, I'm game in re-creating them from the bitmaps).
Dan.a
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I don't think the logos are finished yet, let alone vector versions of them.
I know the Klk'k still need a logo. It's just not right that they are using the Aera logos.
I know the Klk'k still need a logo. It's just not right that they are using the Aera logos.
I've stopped playing. I'm waiting for a new release.
I've kicked the MMO habit for now, but if I maintain enough money for an EVE-Online subscription, I'll be gone again.
I've kicked the MMO habit for now, but if I maintain enough money for an EVE-Online subscription, I'll be gone again.
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The Hammer model available in masters needs attention to be brought to the latest shape presented in this thread. The masters folder also contains 2 textures though they look a bit dubious. Any artists willing to take up the challenge of bringing this model up to integration readiness is welcome to work on it.
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I owe Tiny Paintings big. He was my texturing tutor. Taught me the value of ambient occlusion and radiosity bakings, gradients and streaks, of using multiple layers and working at higher resolution, then reducing texture size at the end, and many other stuff. Least I can do for him is finish his Todd/Hammer/whatever. (Great ships!)
What needs to be done?
What needs to be done?
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Most likely just a texture job chuck i haven't had a look yet so use your own judgement he tutored you well
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I do remember his texturing master had like 50 or 60 layers in Gimp.
Might make a good test for LaGrande and CineMut Opaque.
Might make a good test for LaGrande and CineMut Opaque.
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I haven't verified the models that are available as to
1) Which of them represents the best model, and
2) If the latest model is up to the latest concept represented in this thread
I'd prefer a knowledgeable artist to have an eye on this part.
Then, there are no texture masters available whatsoever, this means texturing from scratch.
@Chuck
I am more than happy to see you willing take up this task, as I know we will be seeing top quality results.
Besides testing the LGN it would be worth evaluating if this model could be then used as a reference model for the mesher converter.
1) Which of them represents the best model, and
2) If the latest model is up to the latest concept represented in this thread
I'd prefer a knowledgeable artist to have an eye on this part.
Then, there are no texture masters available whatsoever, this means texturing from scratch.
@Chuck
I am more than happy to see you willing take up this task, as I know we will be seeing top quality results.
Besides testing the LGN it would be worth evaluating if this model could be then used as a reference model for the mesher converter.
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Thanks. Well, tiny paintings had (has) an ftp account on my deeplayer website, and all his works are there. For the Todd, there's a 41 meg xcf texture master, safe and sound:
http://deeplayer.com/tiny_paintings/toad/toad7.xcf
Not that there isn't a lot of work to do reorganizing for CineMut and LaGrande but at least all the hand-work is there.
http://deeplayer.com/tiny_paintings/toad/toad7.xcf
Not that there isn't a lot of work to do reorganizing for CineMut and LaGrande but at least all the hand-work is there.
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Wow! This is OT, but are there not by any chance one of his other models available too, the Ellison private yacht and the Vulture Forsaken Corvette? For the Ellison we don't seem to have the latest model available and none for the Vulture.
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I seem to have the yatch:
http://deeplayer.com/tiny_paintings/yac ... base.wings
http://deeplayer.com/tiny_paintings/yac ... _mk3.wings
I don't see anything else, though; except a "loader" (2 images only):
http://deeplayer.com/tiny_paintings/yac ... base.wings
http://deeplayer.com/tiny_paintings/yac ... _mk3.wings
I don't see anything else, though; except a "loader" (2 images only):
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You'd need more than models for that: keyframe animations at least; but probably more like skeletal stuff, and even inverse kinematics, so that it could be interfaced to some kind of AI.
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VS really needs vertex keyframing or skeletal animation anyway. More than anything though it needs a real content pipeline and both of those things would come free with a completed port to OGRE.
Too bad the port itself is so expensive, though I wonder if any of the intense clean-up work safemode has done has cleared a path for it so that it is no longer so much of a big deal.
Too bad the port itself is so expensive, though I wonder if any of the intense clean-up work safemode has done has cleared a path for it so that it is no longer so much of a big deal.
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I have just put he texture source xcf (GIMP) file for the Hammer into the svn masters.
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Major cleanup of the mesh. Now it subsurf's properly.
Unfortunately, it requires a new unwrap also.
The old unwrap had islands randomly oriented, overlapped, and full of kinks and folds.
Unwrap is next.
Current file:
http://wcjunction.com/temp_images/toad/toad.blend
EDIT:
Actually, no; next is to complete mysteriously missing parts of the mesh I see in this old screenshot:
Doesn't look like the same mesh at all...
There was one .wings mesh in svn that wouldn't import in Blender; maybe that was it
Unfortunately, it requires a new unwrap also.
The old unwrap had islands randomly oriented, overlapped, and full of kinks and folds.
Unwrap is next.
Current file:
http://wcjunction.com/temp_images/toad/toad.blend
EDIT:
Actually, no; next is to complete mysteriously missing parts of the mesh I see in this old screenshot:
Doesn't look like the same mesh at all...
There was one .wings mesh in svn that wouldn't import in Blender; maybe that was it
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