' Wrote:You can't understand why they would need such a thing because you don't know much about them, as you have said yourself. Unioners do pirate, a lot. And they mostly do it by extorting cargo, so they would put an assault transport into good use.
Oh, Ok, point taken, then yeah, its a very good idea.
Quote:sorry, but the texture is horrendous. tenacity, if you use 3ds max, you should be able to map textures onto the model perfectly. also, its much better if you use freelancer vanilla textures instead of custom textures, that way once you finish mapping the textures on, all you have to do is link the mat file to the model via ini's. since this is meant to be a unioner transport, there are no rheinland textures used whatsoever, thus giving it no rheinlandy/unionery feel at all. kudos to yuri who did the extracting, ive got all the fl ship textures extracted in dds format and prepped to use for texturing purposes. if you wish, i can send you it via pm, and explain which folder it goes in if you dont already know.
Please do, the extent of my knowledge when it comes to texturing is "open material window, drag and drop texture onto model".
' Wrote:sounds interesting, i absolutely support the idea for more cargo piracy abled transports. final stats are something for the dev team anyway. i think this would be great addition to the unioner shipline, although i think it might be really sad to just give it to the unioners, why not make it available to a wider playerbase by making it a rheinland pirate transport for hessians and bundschuh or soemething like that. this way we would see some of them in space if it gets into the game. cause in my last year on disco i saw a total of 3 unioners. i think giving it to the hessians and bundschuh would make more sense since they have the playerbase to actually put that ship to good use.
Rheinlader unlawfuls make one big family; they exchange technologies to each others nearly at will. If it's Unioner, Bundies would also use it.
Personally I'd like to see more Rhienland elements in the design. You should be able to tell that the ship was built in Rhienland before you add the textures.
One thing I noticed is some of your texture maps are bigger in some places than others. It's giving it a sort of streached feeling.
When I'm texturing a model, I try to use the borders in the texture to line up on the borders of a face which changes angles. You have to think of your faces like hull panels rather than like a skin.
get skype, or xfire, and ill explain in detail how to take care of distorted/blurry mapped faces. in short, when you use the modifier "unwrap UVW", there is a dropdown menu on the right column called "map parameters". under it, there is a button called "quick planar mapping". select your face and click that button, and your texture will be mapped out to avoid distorted faces. you may have to choose through one of the three axes X Y or Z, if the "default option doesnt give yo the effect you wish for.
Hmmm. This feels likea transport of some sort to me. Interesting idea, but something just does not feel like its finished yet, and I am not talking about textures.
Couple of ideas mabey if you don't mind:
-Change the Engine from One to Three, lay em out something like the Space Shuttle uses only inverted with two main nozzels over the thrid.
-Take off those Hex looking side things. Their angle and look just does not seem functional or right for this.
-Depending on size of this thing, I'd almost say its a Passenger ship of some sort, if you set the side 'window' to be flush with the hull, that would look real keen.
Just my opinions of course. Still, does not look to bad, and with all the massive new variaties of ships out there, the one we do not see much is simple Passenger ships, although Liners fill that ole on a Cap Ship scale.