That is an amazing model, but is it big enough? Because you know, a ship with this much power output and armor this heavy shouldn't be just a slightly longer dreadnought.
Use the RH Battleship as a benchmark in terms of size.
' Wrote:Strange, the catamaran design is the best of the lot in my opinion. It has smooth flowing lines, it isn't overloaded with details. Its a solid hull design.
We are talking of capital vessels. Look at vanilla model, they are filled with details. Smooth lines, sure. Not too much either. We are talking Liberty, the bulk of the body is still very squared.
Also, this is not a slightly longer dreadnaught, although they do share an approximate width. It is much longer, and higher.
' Wrote:We are talking of capital vessels. Look at vanilla model, they are filled with details. Smooth lines, sure. Not too much either. We are talking Liberty, the bulk of the body is still very squared.
Also, this is not a slightly longer dreadnaught, although they do share an approximate width. It is much longer, and higher.
Actually, Libertonian designs have a balanced mixture of curvature and squareness to them. Notice the smooth contours of the axe head on the Dreadnought, then look at how it leads into the semi-smooth mid section, its block but it doesn't look like a cube.
Then to offset it has the cylindrical engine pods. The design principles draw from the art deco styles of the late twenties to the early fifties, its common to find a mixture of hard and soft.
My only real gripe is how inconsistent the texture mapping on the presented model is, if you'd like I can outline the portions that I think betray the actual beauty of the mesh.
I know the major problem is up front, but I dont know how to fix that. the previous problem with my textures was that it took too much space, and now ive fixed that by reducing the size of the texture map by a lot - but, I am pretty limited on how the UV Maping goes. I know the whole axe head section is messed up - but theres really nothing I can do about it.
' Wrote:I know the major problem is up front, but I dont know how to fix that. the previous problem with my textures was that it took too much space, and now ive fixed that by reducing the size of the texture map by a lot - but, I am pretty limited on how the UV Maping goes. I know the whole axe head section is messed up - but theres really nothing I can do about it.
Then lets find a solution. :)
I know this all sounds harsh and very critical, but thats part of the process. If all you ever hear is how amazing you are then you're never going to find places to improve and develop.
I'm going to play around with MSQ and see what the UVW tools are like, I'm positive with a little experimentation something can be found. Right now the scaling and alignment make certain portions of the hull look very out of place.
The model itself is especially lovely now that I've been staring at it for awhile.
When you change the colour of a texture you change more than just the colour, you change the effect of certain light spectrums on it, you bring details that sometimes are often left wihtout emphasis, or conversey you hide details that are normally present.
Looking at it already you can see that it appears brighter. You make more of the finer points of it, its not pleasant to the eye. Compounding the issue is that you haven't matched the texture mapping style used on previous Liberty ships. It doesn't integrate seamlessly.
The texture scaling makes it feel like it should be fighter sized, especially the ventral engine pod. It needs a complete overhaul to be honest.
from the general post, i agree with turkish. the texture is not in the least doing the model the justice it deserves. instead of manipulating vanilla textures, why not just use the vanilla textures themselves? not only would it fit with the whole liberty line thus, it also helps with optimization, one of the key things igiss strives to keep with this mod. this is why alot of the models AoM and doom, and even jinx made were reworked with vanilla textures, yet you keep manipulating decent textures to create new ones that do not really flaunt the model's awesomeness.
the texture, from the pictures in the OP, are way too bright, and thus make it seem rather flat, the model. you should perhaps get and use 3ds max for texturing if metaseq is limited to what you wish to do? (yuri taught me how to texture in 2 hours in 3ds from scratch, so im definitely sure its not as hard as people make it out to be. if need be i can help you too, obviously).
you know as well as i do, most of the time the general population of the community is happy with whatever modellers are able to conjure up, and that doesnt really help us improve/fix/edit our models to make them better (dont get me wrong guys, you do make some awesome/well placed suggestions, but most of the time, many of you just are happy to post "ZOMG DATS AWESOME, PUT IT INGAME NAU!" and thats not the type of criticism/help modellers look for at times:()
EDIT: oh and, the model is superb, except for one thing. the engine tube part seems to be thinner in comparison to the rest of the body. perhaps beef up the diameter a tad?