' Wrote:looks good, fits in. - its also different and "its own design concept" while at the same time definitely part of the shipline. - its size appears to be just right, too.
nothing to complain about it that time. ( except for a few textures that appear to be overstretched and a few tiles that seem to be a bit too simply cut and placed on the model ( like the top of the nose ) - but thats not important, no one will examine the ship from that close to even notice )
so - i think you re good to go.
- hardpoint it ( make sure that the hardpoints must be 100% identical to the current greyhound. you cannot take any away, you can however add some ( running lights etc. )
- modify a hitbox or ask someone to make one
- post a model / hitbox comparison so we can see if he ship needs to be rebalanced
* if it does need to be rebalanced, write up some suggestions.
The top of the nose was particularly tricky to texture, so I know it doesn't look all too good. But that was about the best I could make it.
As with the last models I made, I sent this one to Doom. I've played around in HardCMP before and I honestly don't understand it at all. I guess I could try again, but right now I'd be happy if someone else took the model and finished it off, I've already screwed it up three times before.
This is the current size comparison, it's not much different to the current Greyhound. I tried to keep it as similar in shape and size as possible, since it's supposed to be the small Liberty Rogues' VHF.
It could even stand to be made a little shorter, like this, maybe.
I also added room for an extra turret on the top of the Greyhound. Even though six guns would probably be more ideal, I doubt that's gonna happen, but even an extra turret would be appreciated.
Its good... and to think im joining the xeno's once they accept me. only bad thing is that the textures dont blend too well, otherwise, its perfect. since its going to be more bulky, id make it with the shorter version.
i revised this model and i already rescaled it and gave it right positioning. I also made a hit box for it and now its ready to add hardpoints on it...
it looks good so far and you can expect it in one of next updates...
What I meant was a front on orthographic view of the nose.
Also, the texturing on the top of the nose really bugs me. It seems like you textured it as a whole mesh rather than taking what many consider to be your best shortcut; Mirroring.
If I'm not mistaken rather than slicing down the centre of the mesh you've mapping the entire ship as a whole, this works but there is an easier way. If you eliminate half of the mesh and only texture the one half you can then mirror it for perfectly symetrical texture coordinates and mesh.
You're right, I did build the model as a whole instead of one half. But before I began texturing the model I cut the model down the centre, deleted one side, mirrored it and joined it back together. I also removed a lot of useless vertices to reduce the poly count, which in hind sight may not have been the best thing to do. The shapes of the faces on the nose are very awkward, and as a result it was very difficult to texture, which is why it looks the way it does. I tried many other ways to make it look good, but that was about the best I could get it. If someone else wants to go ahead and have a go at redoing the textures on the nose, they are welcome to.
I'm still a newbie at modelling and I've learned a lot from building this model, so next time I should be able to build the model more efficiently.
And thank you Doom for your help with finishing this model.
EDIT: whoops, accidently pressed "reply" instead of "edit". I'm currently turning all the images into links at the request of AoM. Seems this thread was taking too long to load.
Came back to disco, found this waiting for me, learned the meaning of joy.
However, while using the "go to" warp function the ship turns wildly along the horizontal like a pendulum. Not sure whether this is a problem with the ship in general or just on my client, but it can be corrected by pressing the strafe keys. Just thought I'd mention the oddity.