TESLA remodeled (Andolian anticapship cruiser)

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

Moderator: pyramid

Neskiairti
Confed Special Operative
Confed Special Operative
Posts: 334
Joined: Thu Jan 11, 2007 4:10 am

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by Neskiairti »

ahh i learn so much when I read your posts chuck.. -laughs- thanks again for the high quality and condensed wisdom you pass on to everyone else :D
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by chuck_starchaser »

My pleasure, & thank you. It's not necessary to completely avoid triangles, like some modeling
purists out there preach. A triangle surrounded by co-planar polygons won't do any harm. And
sometimes one simply can't avoid a triangle. Well, the purists do avoid them somehow; but I don't
know how. I always end up with a few triangles, but at least I try to have none.

Fendorin: If it's easier for you to unwrap parts of the ship to separate textures, you can do that and
later put them together. I'm doing that with the llama: Unwrap the hull onto one 512x512; then
unwrap the engines, greebles and cockpit to another 512x512. Then I will join the two into a 512
x 1024 texture.
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by Fendorin »

Alalala i hve to understand i guess i m very bad in modelling. But all general tutorial i read is trying to reduce the number of polycount
Details with texture and normal map as 50% as Meshes
I read somwhere the meshes in VS have to be triangulate for working well.

i will concentrate on a little fighter first before do huge star ship
Maybe by fighter with 9000 tris count budget.
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by chuck_starchaser »

Fendorin wrote:But all general tutorial i read is trying to reduce the number of polycount
You're reading BAD tutorials...
You see, at the beginning of the 3D gaming revolution, around 1997, videocards did NOT deal with geometry.
Back in those days, so-called "3D accelerated videocards" only accelerated the raster operation --i.e. texture
mapping --i.e.: "painting" the 3D models. All the geometry transformations had to be computed by the main
processor, the CPU, at each frame, AND sent to the videocard, at each frame. So, it was imperative to keep
the polygon count low.
By 1998 or 1999, can't remember exactly, the first videocard with geometry ("T&L", or "Transform and Lighting")
came out. That change immediately multiplied the number of polygons games could show. And the number has
been increasing steadily since then. Polygon count is no longer a concern, almost.
But for some reason, there are gazillions of morons out there living in the past and trying to reduce poly count,
and advising others to do the same. It's insane. Those people are completely insane. They can't adjust to a
changing paradigm. They stick to the same mode of thinking and no amount of reasoning can persuade them
that things have changed.
Details with texture and normal map as 50% as Meshes
Don't understand.
I read somwhere the meshes in VS have to be triangulate for working well.
Nope. Probably some very old writing.
Actually, I used to believe this. Long story. The fact of the matter is it never proved necessary.
But even if it WAS necessary, you can tell the OBJ exporter to triangulate ***on export***. You don't have to
triangulate your blender model, and shouldn't do so. It becomes impossible to work with.
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by Fendorin »

just bring my (simple?) vision of the exhaust thruster ,as it was discuss on MULE thread
for capital unit must be nice t see somzething as a huge deep and strong light something powerfull but not "nervous"
just a depth light (not related with any physics and technologie)
Image
Neskiairti
Confed Special Operative
Confed Special Operative
Posts: 334
Joined: Thu Jan 11, 2007 4:10 am

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by Neskiairti »

hmm Id suggest just one thing.. balancing the thrust vector.

with the big and small thrusters un-even on top and bottom... well.. your going to get a slight acceleration vector shift.

not that it really matters, just a nitpick on my part :P otherwise looks awesome!
pheonixstorm
Elite
Elite
Posts: 1567
Joined: Tue Jan 26, 2010 2:03 am

Re: TESLAremodeling Proposition (Andolian anticapship cruiser)

Post by pheonixstorm »

Can't download the blend file.. can someone e-mail it or post to another site, or if it compresses enough attach to the post??

Also, anything new on this?
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
Post Reply