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Etherium Procurer - Ship concept (Modellers wanted)

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Etherium Procurer - Ship concept (Modellers wanted)
Offline |nfrared
04-09-2014, 02:33 AM, (This post was last modified: 04-10-2014, 09:15 PM by |nfrared.)
#1
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So I was having a think about what I should be aiming for as far as Etherium ships go and realised that there is actually no call for snubs really because these small ships would inevitably be lost in the hostile space that is Sirius. Browsing over the wiki, I found one ship that has given me some ideas as to a more realistic approach by the Etherium, using the Salvager as inspiration. I am also looking for ideas/concepts on a SHF.

This made alot of sense to me, as a multi purpose ships is what is needed for this faction. I invite concepts and ideas from modellers who may want to try this out. Here is what I have in my head -

About the same size as the Salvager, or perhaps a little bit smaller. (something that would look like it could store 2600 - 3000 cargo).

Something vertically orientated (as opposed to the Salvager which is horizontally orientated.) Perhaps something between a scaled-down Thresher and a Salvager sitting on it's side.

SHF - Something also vertically orientated, perhaps similar to the BHG Barracuda but bulked out a bit.

I am thinking a dark skins (similar, but not the same as perhaps what the Umbrage has now).

Please post here or PM if you are interested in modelling this.

Shard - The Faceless One
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Offline Singularity
04-09-2014, 03:14 AM,
#2
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Posts: 768
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Joined: May 2013

Will definitely give a hand. Although I can scale a model just in sketch up for a preliminary idea, not model it .. Not a skill-set I pose.

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[Image: 33267_s.gif]

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Offline abysswolf
04-10-2014, 12:49 PM,
#3
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haha i told je i would do it....

you know what? im just goint to take this away before someone feels aluded... XDDDDDD
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Offline |nfrared
04-10-2014, 09:10 PM,
#4
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(04-10-2014, 12:49 PM)abysswolf Wrote: haha i told je i would do it....

I would like to pursue all options. Nothing against your work, I would just like to see what others are capable of as well.

Shard - The Faceless One
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Offline Unlucky_Soul
04-30-2014, 09:32 AM,
#5
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Posts: 622
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Made two models

Etherium Transport
http://p3d.in/Uqwep

Etherium Super Heavy fighter
http://p3d.in/kphVl

[Image: oNG6Z9E.gif]
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Offline Singularity
04-30-2014, 12:36 PM,
#6
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Posts: 768
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(04-30-2014, 09:32 AM)Unlucky_Soul Wrote: Made two models

Etherium Transport
http://p3d.in/Uqwep

Etherium Super Heavy fighter
http://p3d.in/kphVl

Lovely models

||| Ollie's way ||| Ship Dealer ||| Code & Equipment shop |||

[Image: 33267_s.gif]

Low: ||| IMG ||| GMG ||| Platinum ||| Punisher ||| Kruger ||| ALG ||| RS ||| Phoenix ||| 101st ||| BD ||| ODF ||| RHA ||| _Decent: ||| Ronin ||| DHC ||| NET ||| BAF|A |||
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Offline Echo 7-7
04-30-2014, 02:12 PM,
#7
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Posts: 4,077
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(04-30-2014, 09:32 AM)Unlucky_Soul Wrote: Made two models

Etherium Transport
http://p3d.in/Uqwep

Etherium Super Heavy fighter
http://p3d.in/kphVl

That SHF has... probably around ten times too many polygons for a fighter in the Freelancer engine. That entire inner/underside section would need to be flattened and have the detail applied through texturing.

The transport isn't too bad, but the detailed underside area on that might not show up so well in the FL engine either. There's also a bit of flickering in the model viewer, which might be extra overlapping faces.

There was a sig here, once.
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Offline Unlucky_Soul
04-30-2014, 03:12 PM,
#8
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(04-30-2014, 02:12 PM)Echo 7-7 Wrote:
(04-30-2014, 09:32 AM)Unlucky_Soul Wrote: Made two models

Etherium Transport
http://p3d.in/Uqwep

Etherium Super Heavy fighter
http://p3d.in/kphVl

That SHF has... probably around ten times too many polygons for a fighter in the Freelancer engine. That entire inner/underside section would need to be flattened and have the detail applied through texturing.

The transport isn't too bad, but the detailed underside area on that might not show up so well in the FL engine either. There's also a bit of flickering in the model viewer, which might be extra overlapping faces.

Could you post the max poly count that can be supported (or the max number of faces)? About the flattening, NP about that. it can be changed. I put that there to show the organic side of the ship, which i couldn't get without using any textures. I am looking for suitable texture maps to replace the organic parts.

Thanks for the feedback

P.S If there is any other thing i should know do let me know

[Image: oNG6Z9E.gif]
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Offline SnakeLancerHaven
04-30-2014, 03:13 PM, (This post was last modified: 04-30-2014, 03:13 PM by SnakeLancerHaven.)
#9
Volgograd Industrial
Posts: 2,873
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Last I remember it was 16 000 not? or 14 000 Polygons, not sure, damn I forgot q_q

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Offline Infrared
05-01-2014, 12:31 AM,
#10
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Posts: 2
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Joined: Apr 2010

(04-30-2014, 02:12 PM)Echo 7-7 Wrote:
(04-30-2014, 09:32 AM)Unlucky_Soul Wrote: Made two models

Etherium Transport
http://p3d.in/Uqwep

Etherium Super Heavy fighter
http://p3d.in/kphVl

That SHF has... probably around ten times too many polygons for a fighter in the Freelancer engine. That entire inner/underside section would need to be flattened and have the detail applied through texturing.

The transport isn't too bad, but the detailed underside area on that might not show up so well in the FL engine either. There's also a bit of flickering in the model viewer, which might be extra overlapping faces.

This is exactly the sort of feedback we need, thank you. Any other tips you can offer us would help greatly.
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