BEFORE:
![Image](http://www.deeplayer.com/dan_w/WCUships/Hornet/un-smoothwing.jpg)
AFTER:
![Image](http://www.deeplayer.com/dan_w/WCUships/Hornet/smothwings.jpg)
The file's here:
http://www.deeplayer.com/dan_w/WCUships ... -mk8.blend
Sure, but there's not much of a need for low-poly-ness.DualJoe wrote:This low-poly-modelling is a form of art on its own.
Yes, go ahead; I'm just struggling with the gear.Is it safe for me to fiddle with the hull?
Okay, the Hornet not only needs to be finished mesh-wise, but also UV-unwrapped, before it can be textured. The UV-unwrap is quite a job to do properly. The cockpit interior and landing gear can be textured separately, though; and Dual is pretty much done; just the back and a few greebles, and it's ready to unwrap.Privateer Ferrius wrote:Actually that was more directed towards the Hornet.
2k by 2k is good enough a rez to work from.The Demon's starting to get to be too large a texture for my computer to manage. I actually have to size down the source
And suck it does.A part of me wants to revist the horribly bland starscape from Troy. I dunno if you should do 3d characters though. Not even VS had that ... evn if VS' character art sucked
Exactly. Paint job is the last thing; metal comes first; and support for multiple paint jobs is possibly a long way away. When you think of it, even with 128 or 256 megs of video ram, it's all too easy to fill it up. My current idea would be to make paint jobs ultra low rez, like 256x256, and fit like 16 of them in one texture; and just tell the shader which one you want shown in each particular ship.* Demon texture. Just going to finish the plates and such for now, until there actually is SUPPORT for multiple paint jobs.
Hey, no kidding; we *desperately* need better planets.* Much better planets. Greg Martin had an awesome tutorial on this - why is it that no one that seems to follow it?
I'll help you out every way I can.* Modelling. That is, learning to model.