Well I certainly will not stop modeling, the thing I saw in this topic is that noone read the discription I gave, I even told them that it was only supposed to be submitted if they wanted to have it, but almost everyone thought it was a submission already.
@everyone who didn't read carefully
read the discription!
' 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?
From a concept stand point it is interesting, from a art stand point it is fairly dull as it looks like a flat box with engines on the side and a small fin on top.
To actually make it interesting, I would recommend either adding bulk or giving it a more advanced shape then a few angles here and there. It has promise but so far its not very imaginative I'm afraid.
yes....you assume your ship is only one....:huh:
also there is matter of game performance...why load many MAT files when one will do....basically, when you use liberty dds textures on your ship and put them in your mat file then you do nothing but duplicate same textures...
where is logic behind that?
we do keep an eye on redundant files and try to remove as many as possible...this mod is much more then bunch of files thrown together....optimization and performance are a big deal
DDS files (used in MAT files) look the same in game as in for example milkshape
also, using UTF editor you can open existing MAT files, and export textures in DDS format to be used while texturing (or you can use already exported ones - download link is somewhere in this part of forums). But when you export the model material names must be named exactly the same as their counter part inside the vanilla MAT. So using UTF you can check the names, later you simply point the game in shiparch what mat to load with your model. And you can use multiple mat files and only some textures from within.....