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Civilian Freighter Concept

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Civilian Freighter Concept
Offline Zeb Harley
01-30-2010, 02:25 AM,
#11
Member
Posts: 645
Threads: 25
Joined: Jan 2009

' Wrote:As for replacement for Anki, i have no problem with that, but may be there are people who like it as its now :unsure:

The present Anki is a Homeworld Kuushan Attack Frigate. Those bumps we mount the guns on are actually the frigate's mass-drivers.

Your model is much nicer. "Custom Made", so to say.

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline Zeela
01-30-2010, 04:46 PM,
#12
Member
Posts: 136
Threads: 4
Joined: Dec 2009

Hello,

i have tweaked engines a bit and added thruster exhaust between them.

[Image: 58320598.png]

[Image: 26586161.png]

Oh and i got idea about interchangable hull plating, similar to colored cargo pods of some transports, but this would be just for fun and could contain some symbols or graffiti. Altough i have no idea if this could be done. And probably noone but owner of the ship could make out what is that on the hull, tho Barge with adds could be readable;)

[Image: 68719086.png]

Zee

P.S. I apologize if file attached to first post "pics.zip" was locked.

dsace v11
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Bobthemanofsteel
01-30-2010, 04:52 PM,
#13
Unregistered
 

That would be very cool!

But yeah, a bit complicated to acheive, probably.

I wonder if we could have more storage containers though... Like DSE ones, etc...

*goes and makes a new thread*
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Offline frozen
01-30-2010, 04:58 PM,
#14
Member
Posts: 1,948
Threads: 76
Joined: Jul 2007

for some reason, it reminds me of a libertyfied version of a Clydesdale.

EDIT: also, heres a general guideline in terms of model poly count:

fighter/bomber: stick to around 1k polys, but some models end up having around 3-4k
frieghters: 2-3k should cover it
gunboats: 3-5k approx
transport: 3-5k approx
cruiser: id say around 4-6k, but again, thats just an approx
battleships:8k-12k for some detailled modelling, though some modelling tend to go super light with 4-6k polys and achieve the same results.

[Image: 5d1144bd1.png]
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Offline aerelm
01-30-2010, 05:34 PM, (This post was last modified: 01-30-2010, 05:35 PM by aerelm.)
#15
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

You know a game called Advent Rising ?
[Image: 914753_20050518_gum001.jpg] [Image: 914754_20050119_gum040.jpg] [Image: 914754_20050119_gum036.jpg]

Your ship is pretty nice, but reminded me of this one.
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Offline Lunaphase
01-31-2010, 10:44 PM,
#16
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Honestly, i can see no flaws, other than that it isnt ingame already. Very nice work, although if it wouldent be too much trouble, could you add some indentations for the main foward guns? having a gun just STICK out always irks me.

[Image: lunasig2.png]
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Offline Turkish
02-01-2010, 02:08 AM,
#17
Member
Posts: 2,617
Threads: 50
Joined: Aug 2007

Just as a note make sure you optimize your mesh, make sure its clean, all verticies are welded, etc.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline Zeela
02-01-2010, 08:13 PM,
#18
Member
Posts: 136
Threads: 4
Joined: Dec 2009

Hello,

Iam working on texture at this moment, when its done ill try to show you where guns would be.

Dont get me started on vertices!

Working on UV mapping, almost done; why this line doesnt weld with the other? Ok ill go back and solve it np.

3Ds: Going back in stack will reset UV mapping. :P
Me: :wacko:

Zee

dsace v11
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Offline Ash
02-01-2010, 08:38 PM,
#19
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

It's a rockit!

No...wait.......it's...ITS A TRAP!

[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
  Reply  
Offline Varok
02-01-2010, 09:28 PM,
#20
Member
Posts: 827
Threads: 36
Joined: Dec 2009

I'm sorry to tell you this but...I hate how it looks!
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