Contest: Retexture the Star Fortress
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omg ok hold it check this out.
et voila. un fortress d'star magnifique.
coming in at 2694 poly with a 1024x tex map on 3 channels, colour, specular and luminosity.
small changes to geometry include a lil rounding, and some extra superstructure around the inner hub.
mb ill do a few dif tex variations while i got the photoshop file open...
et voila. un fortress d'star magnifique.
coming in at 2694 poly with a 1024x tex map on 3 channels, colour, specular and luminosity.
small changes to geometry include a lil rounding, and some extra superstructure around the inner hub.
mb ill do a few dif tex variations while i got the photoshop file open...
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I've changed my mind...I should concentrate on finishing the Ox. I'm not far enough along on my entry to justify working my tail off just to lose to you guys.
-pincushionman
-pincushionman
Conquer space!
-pincushionman
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Kansas really is flatter than a pancake!
http://www.improbable.com/airchives/pap ... ansas.html
-pincushionman
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Kansas really is flatter than a pancake!
http://www.improbable.com/airchives/pap ... ansas.html
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Those are really shaping up to end up beautiful
(just please tell me that all those lights aren't windows/portholes )
actually, one request - (albeit you're under no obligation to meet it) given how much prettier the star fortress is going to end up looking, any chance I could convince you to make some matching meshes+textures for the turrets I'm going to have to stick on it ?
(just please tell me that all those lights aren't windows/portholes )
actually, one request - (albeit you're under no obligation to meet it) given how much prettier the star fortress is going to end up looking, any chance I could convince you to make some matching meshes+textures for the turrets I'm going to have to stick on it ?
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we'd just need a few varieties of texture models
currently we have a distorted cube and two roundish guns coming out of it...total:14 polys
having something more pleasing would be welcome
currently we have a distorted cube and two roundish guns coming out of it...total:14 polys
having something more pleasing would be welcome
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I think the question in zaydana's head may have been more along the lines of "oooh pretty.... but.... what do those...DO...?" which can be solved in any number of ways (what comes to mind for me is making some fraction of them more obviously serving some purpose, be it sensor arrays, service bays, minor docking platforms, garbage disposal vents, escape pod launchers,what-have-you - but this requires more variation in form and texture) but isn't critical.etheral walker wrote:it depends, for the little towers, if you look starwars ships, there is many many little nurnies like that on huge warships
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*sigh* hurley why don't you make another base then
the factory could use a redo
the factory could use a redo
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The original model is so sickening Trekish... why don't remodel it as well?
http://img46.photobucket.com/albums/v14 ... -wip-b.jpg
http://img46.photobucket.com/albums/v14 ... -wip-a.jpg
http://img46.photobucket.com/albums/v14 ... -wip-b.jpg
http://img46.photobucket.com/albums/v14 ... -wip-a.jpg
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I have to agree with you on that - I never did figure out entirely how to justify why someone would build a frontline military base that was so... spindly...Targon wrote:The original model is so sickening Trekish...
...but VS has only recently begun an attempt to ammend its track record of being less than particular about its art - and I wanted to wait until I had something constructive to say about it, which I still haven't really bothered to take the time to do for this model (there's little to be gained from kvetching without coming up with solutions)
I welcome more divergent modelling solutions.
(My only comment on yours at this point is that I hope you're the one who's going to come up with the valid turret arcs and not me - figuring out all the appropriate fields of fire for that looks like it'll be interesting)