This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.
(06-23-2016, 08:56 PM)Unlucky_Soul Wrote: it will have 3 heavies, 4 primaries and 12 secondaries slots
Is this not supposed to be a carrier? If the Order carrier gets to be a medium BS with more secondaries, it would be fair if the Invincible/Atlantis were heavy BSs with more secondaries.
Yea, I also think those stripes are bit excessive.
If possible just make them smaller, less visible, less contrast.
And I would be much happier if those belly bows are something else, so they aren't repeating twice on model, dishes or something.
But otherwise I like the model, fits Order capline so much better.
This model does not meet our quality standards and while we understand the current Geb has some serious balance issues, we do not see fit to implement a model with a broken and unoriginal mesh and an extremely poor texture job.
"But it looks great! DEVS U SUCK!"
Well no, actually it doesn't. Let's learn some things about making a higher quality ship.
1.) Let's look at the model itself. No textures. No, not the fine detail. Just the shape. It's an Osiris.
Every bit of interesting geometry on the model is simply a rehash of details we have already seen on the Osiris. While there are other models which are inspired by the standard Liberty warship shape such as the LABC, Resheph, and Atlantis, they all have distinctive details unique to their model such as the Resheph's open panels and sensor array, the LABC's sleek and modern aesthetic.
2.) Textures are supposed to compliment the geometry of the model.
When geometry flows smoothly, the texture is supposed to wrap around it. When there's a sudden change in the geometry of the model, there should be panel lines and trim textures following their edges. A good example would be the Liberty gunboat. As you can see with the above model, each hard edge has a panel line or a trim texture separating it, such as the black vent texture on top between the side faces and the top faces. Another good example is the use of distinct paneling up front defining the bladed nose from the body of the model with clean edges. Instead, this model has multiple issues of textures beginning and ending in places which do not match up. Here are some examples, circled in red to define problem areas.
3.) Misuse of textures
There are several textures misused on this model but two of them stand out more than others. The first is the warning stripe texture. Now, warning stripes are a cool detail. They're a nice accent which indicates potential danger and adds a bit of realism to the model, but that's just the thing. They're intended to be an accent. An accent would follow the edges of the launch bays rather than covering them completely. A good example is the warning stripes around the very same bay doors of the current model. They accent the doors, but do not cover them completely.
The second glaring misuse of a texture is the pilot chair texture, one of the lowest res textures in Freelancer's library. It is dull, uninspired, and if the name didn't give it away it was originally used for the pilot's chair. Now, creative use of textures is a good thing, and if you found a place to apply it where it followed the geometry of the mesh it could easily be overlooked. This, however, is neither creative, nor does it follow the geometry of the model.
4.) A neat thing called smoothgroups.
Smoothgrouping is a technique which allows areas of the model to appear smooth and fluid rather than artificial and flat. They're necessary to make models with round faces such as many of Kusari's ships look good. Used improperly however, they do terrible things. A good rule of thumb is to never smooth anything at a 45 degree angle or more. This particular model has massive, rounded sections of the hull which should be smoothed that are not...
...And hard, 90 degree angles which should definitely not be smoothed, which are.
All in all, the model has a lot of problems. Some are aesthetic, some are technical, and none of them are good. I wouldn't bother trying to salvage this mesh, as we're not hugely interested in Osiris copies. Taking inspiration from vanilla is good, but copying details without adding any originality of your own is never a good idea. I hope this post, if nothing else, has been somewhat enlightening. I might even yank some of the pictures and words here when writing up the model quality guidelines for Discovery.