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Symposium - Zoner (Civilian) Armed Transport

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Symposium - Zoner (Civilian) Armed Transport
Guest
02-02-2010, 08:49 PM,
#41
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' Wrote:have to agree. the mesh is really well done. also, while im guilty of not reading the entire thread, i will ask nonetheless- what textures do you plan on using on this model?

It's in SketchUp. Texturing it and getting it into FL would be a bitch, if it's even possible. (Take this with a grain of salt; I may be wrong here.)

However, that changes nothing. Most models posted here never make it into the game at all. This ship could find an equally nice home in a sig or wallpaper, or simply occupy a soft spot in Reisiger's heart for a long, long time.

---------------------

Speaking of which, your ship is looking better than ever. One thing that bothers me a slight bit is that the cockpit and engines don't seem to be attached to the ship except through the central column. Is this intentional? Are the cargo containers modular? Love the new engines, by the way, and I still smile whenever I see one of those little windows above or below the central mast.

PS. You've inspired me to finally turn the ship that's been stuck in my head for three years into a 3-d model. Yay!
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Offline reisiger_duke
02-02-2010, 08:49 PM,
#42
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Posts: 375
Threads: 20
Joined: Jun 2009

' Wrote:have to agree. the mesh is really well done. also, while im guilty of not reading the entire thread, i will ask nonetheless- what textures do you plan on using on this model?
Well... first I need to get the fitting program :crazy:

Until then, there's still some clipping issues around at the front part and with the container-holders I'd fix up first. Might even adjust some of the front parts symmetry to fit better with the engine section.

Once that's all done, probably the ZBT/BWT textures, along - if possible - something along the line of the textures used for the Conference's powerplants.

[center][Image: OSI-Header.png]
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[Image: ZonerAllianceSig.png][/center]
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Offline frozen
02-02-2010, 09:18 PM,
#43
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Posts: 1,948
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Joined: Jul 2007

well, obviously id recommend you getting 3ds max for texturing etc. and im pretty sure you can export the model as .3ds format from sketchup, and then import into 3dsmax/any other 3d modelling program to texture etc.

if the .3ds format is not available (highly unlikely), you can always export as an .obj, a format pretty much all 3d modelling programs recognize.

[Image: 5d1144bd1.png]
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Offline reisiger_duke
02-02-2010, 09:22 PM,
#44
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Posts: 375
Threads: 20
Joined: Jun 2009

' Wrote:It's in SketchUp. Texturing it and getting it into FL would be a bitch, if it's even possible. (Take this with a grain of salt; I may be wrong here.)

However, that changes nothing. Most models posted here never make it into the game at all. This ship could find an equally nice home in a sig or wallpaper, or simply occupy a soft spot in Reisiger's heart for a long, long time.

---------------------

Speaking of which, your ship is looking better than ever. One thing that bothers me a slight bit is that the cockpit and engines don't seem to be attached to the ship except through the central column. Is this intentional? Are the cargo containers modular? Love the new engines, by the way, and I still smile whenever I see one of those little windows above or below the central mast.

PS. You've inspired me to finally turn the ship that's been stuck in my head for three years into a 3-d model. Yay!
Well... it's in SketchUp, which can export to collada .dae file format, which can be imported by Blender, which can export it as .3ds, which Milkshape can import :crazy:

Only drawback is, all the different objects need to be merged before going down that road... and of course I'd need Milkshape.


Now for your questions:
The front and back part are indeed only attached via the central axis. That is intentional. I could prolong the part with the small window up and below to expand over them... well I can give it a try and see how that looks.

The containers are 'modular' as in they're supposed to be easy to replace with new ones to speed up unloading and loading, but not in terms of game mechanics. They are like the cargopods used at the Whale.


Glad I could inspire you;)

Apart from the import/export mess... SketchUp is nice to learn 3D modelling. I can only recommend giving it a try with that program.

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[Image: ZonerAllianceSig.png][/center]
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Offline reisiger_duke
02-05-2010, 08:49 PM,
#45
Member
Posts: 375
Threads: 20
Joined: Jun 2009

Well... I'm done... fixing the clipping issues! :yahoo:

Also gave the engine wings and the generator some love :crazy:

[Image: Symposium-Merged-engines-generator-.png]

http://i616.photobucket.com/albums/tt243/R...-Merged-iso.png

http://i616.photobucket.com/albums/tt243/R...Merged-side.png

http://i616.photobucket.com/albums/tt243/R...erged-above.png

http://i616.photobucket.com/albums/tt243/R...erged-front.png

http://i616.photobucket.com/albums/tt243/R...Merged-back.png

http://i616.photobucket.com/albums/tt243/R...s-generator.png

Now to get the program to skin it :cool:


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[Image: ZonerAllianceSig.png][/center]
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Offline Knuthetal
02-05-2010, 09:07 PM,
#46
Member
Posts: 157
Threads: 5
Joined: Mar 2009

I'm just going to stand here and drool.

[Image: ernestknuthcopy.png]
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Offline Calego
03-08-2010, 12:28 PM,
#47
Member
Posts: 498
Threads: 23
Joined: Jul 2009

Looks great. But I'd rather like to see that Curved, slick, Zoner Trademark Armour Plating over the top or some part of it. As an Armored Transport, I'd imagine it'd have a ton of Armor (The Armored Transport (current) looks like a brick with a tiny cargo hold...)

I especially like the "openable" cargo pods. I guess that would make extra armor a bit difficult though wouldn't it? Hmm....

Well overall it looks great, but it seems a bit puny for it to be an "Armored Transport." Perhaps Textures would fix this though.

[Image: 4424_s.png]
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