make the texturing-job better,
script the whole thing,
try to get it in as some kind of civillian shuttle.
but it wasn't meant for the mod in the first place, so it could take some time.
While reading at frozenballz his comment, 99% of the developers won't like the model though.
but maybe it can get in as a Civilian shuttle replacement.
Put some wings on, make it sleeker, make it fit the Art-Deco style of the Libertonian shipline, fix the cockpit so the pilot is not sticking his head out so he can feel the wind in his hair, and then it might work. My point being about the wings, not much use of a rudder without wings, think about practicallity if this was a real ship not just what looks "FAKEN KUL!"
I like it. Can somebody tell me if this is a good or bad model from a quality perspective? How do you tell the difference, i.e. what makes a good model?
Proud member of "the most paranoid group of people in the community"
Sometimes it is hard to tell. For example I consider my models mid-quality some tells they are very good. Well What makes a good model. Well compare this ship with the rest of the ingame discovery ships except imports and you will see the difference.
' Wrote:This thread really makes me wonder just how bad this community is when it comes to judging the quality of ship models. I may need to experiment...
Some people like the feeling of the vaccuum through their hair when they're riding down the tradelanes.
I already told that:
' Wrote:Hi everyone,
A while back a made a fighter/freighter model, It doesn't fit in a shipline but it does like kinda cool.
here are some shots of it ingame: {not to mention the ugly cockpit with pilot head sticking out}
@Cannon
Thank you, you're one of those people who actually make me wanna keep modelling!!
' Wrote:I like it. Can somebody tell me if this is a good or bad model from a quality perspective? How do you tell the difference, i.e. what makes a good model?
what makes a good model?
well for this i will put design aside.....
1. clean mesh without hidden, doubled or missing faces
2. precise texture job, preferably with vanilla textures and without its own MAT file, but rather simple line of code in shiparch referring to one (unless its for entirely new ship line)
3. precise and working hitbox
4. precisely placed hardpoints
5. poly count set to some reasonable number (depending on ship class)
if your model passes this, then we can discuss design features, and here beauty is in the eye of beholder....
Design wise, some things should be followed and they depend on ship class and for who is said model, since every house/faction has it's own design features that make it ships recognizable...
Model shown here fails on every single of 5 points i mentioned above....
Don't get me wrong, for first try its very good, but not good enough to be put in game considering how many quality models we do have or can make in half the time we would spent to fix this one here.
EDIT: So note for author here.....continue your work, either try to fix this model, or better yet start work on new one...try to avoid same errors altogether, instead of fixing them at later stages...none of us learned this over night....I, for one, am still learning and i am modeling for years and get payed for it...