Very good job Jinx ! I love the Dread. And I like very much the moving base, excellent for an escaping quick and surviving in space without planet way.
I approve of the flat top design if you decide to keep the pyramid. The ship looks nice. As usual I enjoy seeing your work. Can't wait for it to be skinned for all of us to drool over.
i do have one question in regards to ingame functionality.
in defense mode, since the ship is in "drydock" so to speak, would the ship itself be powered up in order to fire it's turrets or it is powered down and the station would be the only one doing the firing?
I actually found myself launched into a rather robust conversation concerning this submission with a few chums and ultimately decided my position was as such.
It's boring.
Biodome: Check
Building thing: Check
Ship thing: Check
There's nothing particularly inspiring about the design of either. The ship has some very curious qualities in the pods and the engines which do not speak to me, nor the prow of the vessel. In a lot of ways I feel that the aesthetic would be enhanced by the ship being largely unfinished, rather than sitting in limbo for eternity. Docked and never moving.
As for the station itself, it feels extremely two dimensional and nothing I would go O_o upon visiting upon. I'm not necessarily talking about grandness of scale like some of the unique constructs in disco, but the depth, complexity and detail could be vastly expanded upon.
about a ship in the "process" of being constructed...
here is an example. - i have made a "lost battlestar" - and a "broken and damaged lost battlestar".
the lost battlestar has around 8000 polygons.
here is the broken variant - boasted up to 20.000 polygons due to the excessive use of much more detail on the parts that are actually broken.
while i "can" break the ship down to a state of being contructed - it would take the polycount up to a lot more. - sure, such a ship looks more interesting.... but it also takes a lot more polygons to create such an effect.
Jinx, that is frickin awesome. I love the pyramid structures and the eye of horus on the side of the ship (then again, I like anything egyptian =)
So if I understand this straight, you've actually got 3 different models here - one has been turned into a stationary base, one is an actual fly-able dreadnaught, and one is a wreck?
i have only shown the "wreck" to illustrate that even smallish changes to the model to appear "broken down" raise the polycount dramaticly.
- the stationary station / model is actually a few dozen parts.
part 1:
- the dreadnought as a fully flyable model, but so no one is tempted to turn it into a flyable, i might break it down to two cmp files - so it can never take off.
part 2:
- the external support engines - they are their own cmp - could be placed like stations / debris around such a yard. - they are meant to move ships that are disabled. - so the use of external engines might make sense anyway ( i can even revise them a little [ add a smallish bridge ] - so that they are something like an order version of a heavy lifter )
part 3-12:
- these are several separate cmp meshes for the stations.
actually the whole station consists of parts only - corridors with their own hitbox etc. - that way, the whole station can also be arranged differently - or it can be extended etc. - just like vanilla stations.
i do have one question in regards to ingame functionality.
in defense mode, since the ship is in "drydock" so to speak, would the ship itself be powered up in order to fire it's turrets or it is powered down and the station would be the only one doing the firing?