The entire model doesn't really make much sense to me, it's suppose to be some sort of combination of human and nomad technology but I just don't see it.
Clarification:
I do like the scorpian ship itself, just not the swirly thing in front, that Jinx has copied onto the Tundra.
It looks like a wire cage, mathmatically precise, totally symetrical ... ugly.
I see no reason for it being there.
From my understanding of Nomads, they would not create something so ugly.
Why would they have it on the Tundra?
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i d suggest to leave the tundra a normal lib cruiser anyway - makes more sense.
and are you 100% sure that the scorpion is a b5 ship? - its no shadow vessel and none of their minions. - i just recently watched ( was forced to watch ) the seasons - and i cannot remember this ship in b5. - if it is - it can only be one of those countless no name ships - none of the major factions.
and yes, i know about the 3db characteristics of the nomad skins. - hence i used the alternative ones cause i don t do the model as a converted 3db including the skin.
anyway - i m a bit exhausted on ideas for that ship - gonne focus on other stuff till i approach it again.
Firstly, for someone who has seen the entire B5 (as well as it's all spin-offs), learning modeling on creating replicas of the ships in there years ago, and basically anything up on that one - there is no ship like that there. I'm really sure it's a mistake there and you simply took it for granted, what a joke...
Secondly 3DB has nothing to do with textures or materials whatsoever. The only difference between 3DB and CMP is just that it has a single component mesh whilst CMP is multi-component and stores several 3DB's inside of it linking them to each other via fix node. And it's very simple to remember what is what, since CMP likely means "CoMPonent", so it's component-based mesh and it's easier to remember it like that.
Now about the nomad textures, which is entirely a different story. The game has environment map trigger hardcoded to any material starting with the keyword "Nomad" in it, it's what gives the surface that nice colorful look, the rest (color, transparency) is done in regular material textures, and all you need to do is give your surfaces a material starting with "Nomad", like "Nomad surface" or something like that, and then creating embed material with textures inside the model using UTF editor, basically just copying the same mat/tex lib nodes from vanilla ships into a new one, and viola - you got those shiny textures. Nothing really stops from playing around with colors, transparency and so on while at it. When I was making nebula interior hollow sphere for Iota I didn't know about that and accidentally stumbled upon the feature by giving the material a name starting with that keyword, the result however was quite curious as you can see here while it was supposed to be like this, so it put that environment mapping on the nebula sphere, and the name triggers it. So this is how it works. Alternatively you could of course set that environment map manually in ship definition block in shiparch.ini, since the basic environment map used for most ships and objects is actually just an imitation of specular surface effect.
Firstly, I'd like to know how you're making those thin extensions, Jinx. They're awesome.
Secondly, the ship looks really nice to me, but I was thinking it'd be thicker, like some are saying.
I like it myself, but it needs more of a nomad feel, less of the wiry feel. I think I'll cut off the artistic crits here though, since Zapp's the one who is declaring what he's after. Heh.
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