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View Full Version : Hw2 Heavy fighter model


robopigeon
1st Aug 03, 2:19 PM
I am relatively new to modding so this is my first proper go at it. Currently im using Maya personal learning edition 4.5. The mod is a heavy fighter although im not sure it fits into the polygon limit though it should. Please give me your opinions and say where I can improve plus can you give me some tips about making textures as it is currently untextured. Plus is it meant to be easier to mod in Homeworld 2.

Sorry but looks like i cant upload the image to the forums but heres a proper link to my website (pretty crappy)

Heavy Fighter (http://robo-pigeon.tripod.com/robo.pigeons.games.site/id2.html)

ZuiljiN
1st Aug 03, 3:25 PM
Hi robopigeon...your fighter look good but i think you have to reduce the number of polygon...for texture now...first you have to make the mapping coord (unwrap)...i dont know maya but its almost the same thing for every 3d program...in maya i think the best is atlas mapping...once its done take photoshop or any other prog and make your texture :)

Tutorial for maya:
http://leigh.cgcommunity.com/tutorialspart2.htm

Tutorial for 3DsMax 5:
http://3dtotal.com/ffa/tutorials/max/UVW_mapping_an_object/UVW_mapping_an_object1.asp

robopigeon
1st Aug 03, 3:27 PM
Thanks for your feedback ZuiljiN.

Zefram
1st Aug 03, 8:05 PM
looks good, the only parts i personally would reduce the poly count on would be the spheres or semi-spheres, whatever they are. you could get a similar effect with much fewer poly's and a bit of smoothing.

robopigeon
2nd Aug 03, 10:36 AM
Ive done a refined design which looks better with a lower poly count, screens should be up in ten minutes check the link Ive also kept the old ones for reference. Opinions welcome check the link at the top of the page.

Starfisher
2nd Aug 03, 6:55 PM
You can probably squeeze some more efficiency out of that model by reworking the engine nozzles and rotary cannons. Keep in mind that if this is a fighter, there's going to be a lot of them flitting around. Be a face count nazi.

You could probably get away with a six sided cylinder for each engine, and you could pull out a few faces from the cockpit area.

Also remember that a finished model is going to be textured. You can lower your face count even more by suggesting function with your texture map instead of actually modelling it in.

That's my two cents. Looks good!

Ammon Ra
2nd Aug 03, 7:14 PM
also no1 seems to remebe goblins. Besides starfisher's advice ., there's not much to say.

sez corvette to me though...Buh *shrugs* ur da boss

robopigeon
3rd Aug 03, 11:07 AM
Yeah, I agree with you ammon Ra I may turn it into a light corvette or even a Fighter/Bomber if I can script multiple weapons for a fighter class, while using different weapons on different ship classes. And I may redo the engines.

Zefram
3rd Aug 03, 6:12 PM
you have to remember, lodding will reduce the poly count *a lot* so the close up model could be quite detailed whereas faroff ships really low poly.

Ammon Ra
5th Aug 03, 10:24 AM
yeah, but dont get lazy with lower lods... look at the lower lods of HW ships... :yech: they were plain cubes...

but i think that Hw2 will be able to manage better lodded ships .... ;)