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[Model Request] Core Heavy Battleship - MEGALODON | Paying in Credits, Sci-Data, Soul

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[Model Request] Core Heavy Battleship - MEGALODON | Paying in Credits, Sci-Data, Soul
Offline TheShooter36
02-04-2018, 10:15 PM, (This post was last modified: 02-04-2018, 10:19 PM by TheShooter36.)
#41
Guardian of Oaths
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It simply looks like you rushed it unlucky, the color combinations to your... windowy things, all needs Works IMO. Not saying i could do better (at least right now Smile ) however you need to polish it.

The "base" texture looks like you simply slapped the image and randomlu wrapped the UV s around, it looks weird. The plating doesnt match at all, they need to be darker. Take Core ships materials to texture instead of Liberty and use some CR textures on armor plating perhaps?

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Offline Lythrilux
02-04-2018, 10:30 PM, (This post was last modified: 02-04-2018, 10:31 PM by Lythrilux.)
#42
Edgy Worlds
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(02-04-2018, 10:15 PM)TheShooter36 Wrote: Take Core ships materials to texture instead of Liberty and use some CR textures on armor plating perhaps?

The Core caps and BHG snubs/GBs actually share the same MAT as Liberty ships. Although Core snubs/GBs use a special, darker Core mat.

[Image: lhnWzG4l.jpg]

[Image: teYTmorl.jpg]

Seeing it in game, darker plating akin to the Mako could actually be nice. But as far as proof of concept is concerned, it's looking good.

[Image: Lythrilux.gif]
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Offline Sombs
02-04-2018, 10:38 PM,
#43
Three orange cats in a mech
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If the thing is fully textured and structured like normal .mat files, I can take care of the color values. Just send me the stuff via PM here on forum.




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Offline Thyrzul
02-04-2018, 10:41 PM,
#44
The Council
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I personally have no issue with the tone of the textures, more with the shapes and the details though. That stretched texture for the hangar door is awful, the only excuse anywhere near acceptable for that is that it's somewhat "hidden", not easily noticable when in-game. And then you have repeated features, like those plates with the weapon mounts behind the hangar doors on the lower sides, with different textures on them as if you would have just slapped a texture with non-matching details on it randomly.

What's even weirder is that the texture job is not everywhere like that, on some places the details of the texture follow the shape of the model, on some places it quite doesn't, almost as if you'd randomly chose where to care about making a decent job and where not to. I've seen that inconsistency in quality in your previous texture jobs before, US, and I see them now as well.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Thunderer
02-04-2018, 10:58 PM, (This post was last modified: 02-04-2018, 10:59 PM by Thunderer.)
#45
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Looks a bit small. Could you compare it with a Ranseur? And could you remove its FG if it's not going to have one? Having it aesthetically while not actually is a little awkward.

[Image: 396AUfe.png]
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Offline Lythrilux
02-04-2018, 11:02 PM,
#46
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(02-04-2018, 10:58 PM)Thunderer Wrote: Looks a bit small. Could you compare it with a Ranseur? And could you remove its FG if it's not going to have one? Having it aesthetically while not actually is a little awkward.

It looks deceptively small when next to the Mako but otherwise, it's about the same size as the Valor bar a little bit of width.

[Image: Lythrilux.gif]
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Offline Unlucky_Soul
02-05-2018, 05:50 AM, (This post was last modified: 02-05-2018, 08:13 AM by Unlucky_Soul.)
#47
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(02-04-2018, 10:58 PM)Thunderer Wrote: Looks a bit small. Could you compare it with a Ranseur? And could you remove its FG if it's not going to have one? Having it aesthetically while not actually is a little awkward.

Its longer than the turtle, about same size as the ranseur

Made some changes and uploaded.

[Image: oNG6Z9E.gif]
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Offline TheShooter36
02-05-2018, 10:18 AM,
#48
Guardian of Oaths
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Changes made it a little better. I see that you addressed stretching slightly, while it could be better, this should do.

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Offline Sombs
02-05-2018, 10:20 AM,
#49
Three orange cats in a mech
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Okay, so I just looked at the texture file. It's differently structured than the casual .mat files I work with:

The typical Freelancer .mat file has those specific texture/material groups, this one has one giant group which both contains all textures and materials as one. That means I can't edit the individual values of each texture/material group. In the end that is not thaaaaaat big of an issue, but it makes replacing textures, resizing textures and finding the best light settings rather difficult, at least to me. I'll try it anyway. Smile




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Offline Unlucky_Soul
02-05-2018, 10:30 AM,
#50
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(02-05-2018, 10:20 AM)Sombra Hookier Wrote: Okay, so I just looked at the texture file. It's differently structured than the casual .mat files I work with:

The typical Freelancer .mat file has those specific texture/material groups, this one has one giant group which both contains all textures and materials as one. That means I can't edit the individual values of each texture/material group. In the end that is not thaaaaaat big of an issue, but it makes replacing textures, resizing textures and finding the best light settings rather difficult, at least to me. I'll try it anyway. Smile

PM me. will tell you what to do

[Image: oNG6Z9E.gif]
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