Well, basically I set out to make an Alliance warship from Starlancer. The only reference I had was the fighters from the game, and I came up with this:
(Yes, I have been converted to Metasequoia. I now love it)
Right, I need either ways to make it better, or if any of you good modellers can use it as inspiration and make something actually good, then I would be really really grateful.
And some obvious weapon points. I like the model. Based off the Shroud, I see. [/shamless looking at model path]
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
hard to tell you something about improvements, cause i don t know what your concept is about...
about the technical things... you have used way too many joins / polygons. - while the wings are very good - the body is not.
proportionwise - the body is square and doesn t fit to the wings. - the ship needs a better idea of "front", "rear" and sections like habitated areas, engines etc.
you have many joints you can manipulate there - stretch the body a little - work with semi-round shapes, cause the wings suggest roundishness, too.
do you have a sketch of your idea? or a ship that is similar to the one you like to make?
Hahahaha, yes indeed. And I'll try making the nose sharper perhaps?
And I'll extrude some points for turrets.
EDIT: TO Jinx: No, It's made from a quick sketch on paper and my ideas in Meta. If I sent you the model, reckon you could make a better one that's smiliar? The plan is a long body of a warship with the 4 "blades" at each corner.
Way, way, way, too many polygons. The design styles don't match eiter, but its still a good start. Consider elongating the overall main hull and then adding some defined extrusions.
Also add more details to the wings, and work on a more clean transition.
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Well, I had Starlancer, and the Capitals had a very distinctive look, which frankly isn't that. They didn't actually bear much resembelance to the fighters at all. It mostly depends what ship-class you're basing off:
There were fully developed lines of attack cruisers, flag cruisers, battlecruisers, battleships, dreadnoughts, carriers and supercarriers (although they were mostly Coalition). I'll try and find the disks for reinstallation and then post pics of some of the more interesting capitals ones later.
Well, I don't exactly want to spoil this idea, but why would the people of Sirius be using 800 year old tech? There' been 800 years of development since them, and so it's likely that anything made that long ago could be outfought by a starflier.
Still, I like the basic design. If it could be modified to take it further away from the original ship you're recreating and made more Freelancerish, it could be a nice addition.
I'm sorry, but I simply do not see a Starlancer ship in that model.
EDIT: The wings look like a Shrouds, but the body..... What was it meant to be?
' Wrote:Well, I don't exactly want to spoil this idea, but why would the people of Sirius be using 800 year old tech? There' been 800 years of development since them, and so it's likely that anything made that long ago could be outfought by a starflier.
Something I've been thinking of is adding Starlancer ship into the game not as flyable ships but as ancient wreaks.
Have a Lunenburg freighter that hit an asteroid in NB that's still out there, have some Pheonixes in Liberty that were lost in the Texas incident and so on.
Holy... do you really need that many vertices on the engine? You should try to keep your model as efficient as possible and I see a lot of wasted polys that just... aren't doing anything.