The problem with the liberty carrier (current) is that whoever made it no offense to them, used way to many polys to convey way to few details. The Carrier sits at around 8k polys somewhere, around there, but thats a model I could easily remake with probably less than 3k. The overall design is decent, but the textures are mapped to small for such a large area. With it's texture work it is very much an eye sore when viewed in game.
The carrier is also seen, I would guess more then most ships, and before most other capships. It's a bad invitation to anyone who is just starting out.
I tried to tell Xing before he submitted it, but good luck getting that guy to admit anything is wrong with his work. This is actually an endemic problem within Discovery.
If you poke through enough models you'll find atleast a handful that have either ineffcient modeling or just plain terrible texture mapping. Though we've worked to correct this as of later.
All in favour of instituting quality control standards for stubmissions say aye.
' Wrote:I tried to tell Xing before he submitted it, but good luck getting that guy to admit anything is wrong with his work. This is actually an endemic problem within Discovery.
If you poke through enough models you'll find atleast a handful that have either ineffcient modeling or just plain terrible texture mapping. Though we've worked to correct this as of later.
All in favour of instituting quality control standards for stubmissions say aye.
' Wrote:Isn't that why people submit their model first on this board before putting them on the mod?
Usually, but the vast majority of people who comment either aren't qualified to spot the errors or don't care. They want a shiny, pretty, and cool ship. They don't care that it has 3,000 polygons it doesn't need.
Discovery is slowly but surely spiffing itself up, and we should do that in every way. Right down to making sure everything we have is top notch. And I'm talking down to the mapping on asteroids.