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BHG-Krakken Class Battleship

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BHG-Krakken Class Battleship
Offline Echo 7-7
05-24-2015, 03:36 PM,
#21
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The logo is cute, but it can't stay. Other than that, the biggest area for improvement from my perspective would be all the stretched, low-resolution textures. Ships often look different in-game to how they appear in model viewers, because of differences in the game engine, lighting etc., so big patches of flat colour do not contrast nicely with other areas of the ship.

There was a sig here, once.
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Offline Unlucky_Soul
05-24-2015, 03:49 PM,
#22
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(05-24-2015, 03:36 PM)Echo 7-7 Wrote: The logo is cute, but it can't stay. Other than that, the biggest area for improvement from my perspective would be all the stretched, low-resolution textures. Ships often look different in-game to how they appear in model viewers, because of differences in the game engine, lighting etc., so big patches of flat colour do not contrast nicely with other areas of the ship.

Could you elaborate please? Because i used the Freelancer Textures and made sure they weren't stretched too far? Would it help if i increased the resolution of the textures? Also could you elaborate more on the logo? Thanks

[Image: oNG6Z9E.gif]
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Offline Treewyrm
05-24-2015, 04:46 PM,
#23
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A lot of UV distortions there, particularly at upper area, but then practically everywhere. I'll be honest - it's a very sloppy texturing job overall. Please use whatever uv unwrap tools you have and work out texture mapping around the shapes of the ship parts. Additionally ship models must not have any weapons integrated into its mesh, meaning that "chaingun" has to go. Scale-wise it is still very much in the realm of light battleships, not heavy ones.
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Offline Unlucky_Soul
05-24-2015, 05:12 PM,
#24
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(05-24-2015, 04:46 PM)Treewyrm Wrote: A lot of UV distortions there, particularly at upper area, but then practically everywhere. I'll be honest - it's a very sloppy texturing job overall. Please use whatever uv unwrap tools you have and work out texture mapping around the shapes of the ship parts. Additionally ship models must not have any weapons integrated into its mesh, meaning that "chaingun" has to go. Scale-wise it is still very much in the realm of light battleships, not heavy ones.

Thanks for the feedback. Will re-map it again. Ok so for the chain-gun thing that is to be a FG. But if it will be a problem then should a singular cylinder work? The Orca FG is part of the mesh, the Liberty Siege Cruiser FG too is part of the mesh.

[Image: oNG6Z9E.gif]
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Offline Treewyrm
05-24-2015, 05:48 PM,
#25
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(05-24-2015, 05:12 PM)Unlucky_Soul Wrote:
(05-24-2015, 04:46 PM)Treewyrm Wrote: A lot of UV distortions there, particularly at upper area, but then practically everywhere. I'll be honest - it's a very sloppy texturing job overall. Please use whatever uv unwrap tools you have and work out texture mapping around the shapes of the ship parts. Additionally ship models must not have any weapons integrated into its mesh, meaning that "chaingun" has to go. Scale-wise it is still very much in the realm of light battleships, not heavy ones.

Thanks for the feedback. Will re-map it again. Ok so for the chain-gun thing that is to be a FG. But if it will be a problem then should a singular cylinder work? The Orca FG is part of the mesh, the Liberty Siege Cruiser FG too is part of the mesh.
Forward guns could be somewhat integrated into the mesh, sure, but that "chaingun" is tad silly and being stretched out vertically doesn't help at all.
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Offline Snoozzzer
05-25-2015, 11:41 PM,
#26
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I definitely like the second version more, though it needs...something more, to just pop and stand out.

...someday, someone will make a light battleship with a rearward facing "forward" gun for kiting.

[Image: 66tD8j6.png]
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Offline Tarator
05-26-2015, 01:41 AM, (This post was last modified: 05-26-2015, 01:51 AM by Tarator.)
#27
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(05-25-2015, 11:41 PM)Snoozzzer Wrote: ...someday, someone will make a light battleship with a rearward facing "forward" gun for kiting.

Maybe on the sides better?
Aka http://i19.servimg.com/u/f19/17/29/08/52/malevo10.jpg

Something like that would be interesting to see, but I assume it might be somewhat difficult to balance.
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Offline Wesker
05-26-2015, 02:08 AM,
#28
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(05-26-2015, 01:41 AM)Bloxin Wrote:
(05-25-2015, 11:41 PM)Snoozzzer Wrote: ...someday, someone will make a light battleship with a rearward facing "forward" gun for kiting.

Maybe on the sides better?
Aka http://i19.servimg.com/u/f19/17/29/08/52/malevo10.jpg

Something like that would be interesting to see, but I assume it might be somewhat difficult to balance.

many lols star warz 4 life

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
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Offline Echo 7-7
05-26-2015, 05:18 AM,
#29
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(05-24-2015, 03:49 PM)Unlucky_Soul Wrote:
(05-24-2015, 03:36 PM)Echo 7-7 Wrote: The logo is cute, but it can't stay. Other than that, the biggest area for improvement from my perspective would be all the stretched, low-resolution textures. Ships often look different in-game to how they appear in model viewers, because of differences in the game engine, lighting etc., so big patches of flat colour do not contrast nicely with other areas of the ship.

Could you elaborate please? Because i used the Freelancer Textures and made sure they weren't stretched too far? Would it help if i increased the resolution of the textures? Also could you elaborate more on the logo? Thanks

Logo: Ships only feature faction logos, and some factions don't even bother having logos at all. If you can integrate the faction's logo nicely, that could be good, but otherwise just focus on the ship istelf.

Textures: Yes, you need to increase the resolution. It would also be a big improvement if the texture details were properly aligned with the geometry of the hull. The dark gray texture ought to be used a bit more sparingly. Perhaps you might like to revise the geometry (particularly around the central hull) to remove the awkward curves over which it is difficult to place textures. (Also, please connect the lower engines to the rear block, not just to the upper engines.)
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Offline Unlucky_Soul
05-27-2015, 08:32 PM, (This post was last modified: 05-27-2015, 08:42 PM by Unlucky_Soul.)
#30
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Added a new model. Please check OP. Feedback please Smile

[Image: oNG6Z9E.gif]
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