Thanks for clearing the class issue up, I'm usually pretty good about nerdy specifics like that but not this time! As for the texturing, I could probably benefit from using the actual BC diffuse in parts. I think my texture is only around 50% done in terms of the diffuse. I'm playing around with the larger plating shapes and seeing how they hold up when viewed from far away, but I still have considerable surface to cover, especially in the rear bulk and engines. Initially the texture covered a lot more of the surface but was made up of noisy little details that looked muddy when viewed from far away.
The current polycount is 6796 tris. I'd like to get it closer to 6k. You're correct; right now I'm aiming for an in-game replacement for the current BC. My hope is to get a result that looks like something bliz might have produced, or at the least one of their interns! Maybe Zedu could use it as a BC variant for the StarBattle mod on the arcade? :p
Here is a closer view of the model on default lighting. It looks like Max is the package I'd have to use because of the plugins for exporting for the editor, but I'm about 1000% more comfortable modeling in Maya, so for the remainder of the art phase i'll be using that package.
Somewhat tangential but maybe not, here are some AO renders of a high-poly version of the same ship class I'm working on, which as SoulFilcher pointed out, is actually Behemoth and not Minotaur. This puppy is at about 1,236,011 tris. I can take a screen of the wire after a comp reboot. If I open this file now my PC will 'splode.
I'm new to the forum and the map editor in general. Right now I'm attempting to create an in-game version of the Minotaur class BC you see in the cut scenes. I'm texturing it right now, but thinking I might re-model the gun geo since I'm not really feeling it in hindsight. I'd really love any constructive feedback the community could provide since this is my first model in the blizzard style.
0
@SoulFilcher: Go
Thanks for clearing the class issue up, I'm usually pretty good about nerdy specifics like that but not this time! As for the texturing, I could probably benefit from using the actual BC diffuse in parts. I think my texture is only around 50% done in terms of the diffuse. I'm playing around with the larger plating shapes and seeing how they hold up when viewed from far away, but I still have considerable surface to cover, especially in the rear bulk and engines. Initially the texture covered a lot more of the surface but was made up of noisy little details that looked muddy when viewed from far away.
0
@ZombieZasz: Go
The current polycount is 6796 tris. I'd like to get it closer to 6k. You're correct; right now I'm aiming for an in-game replacement for the current BC. My hope is to get a result that looks like something bliz might have produced, or at the least one of their interns! Maybe Zedu could use it as a BC variant for the StarBattle mod on the arcade? :p
Here is a closer view of the model on default lighting. It looks like Max is the package I'd have to use because of the plugins for exporting for the editor, but I'm about 1000% more comfortable modeling in Maya, so for the remainder of the art phase i'll be using that package.
Somewhat tangential but maybe not, here are some AO renders of a high-poly version of the same ship class I'm working on, which as SoulFilcher pointed out, is actually Behemoth and not Minotaur. This puppy is at about 1,236,011 tris. I can take a screen of the wire after a comp reboot. If I open this file now my PC will 'splode.
0
Hey All,
I'm new to the forum and the map editor in general. Right now I'm attempting to create an in-game version of the Minotaur class BC you see in the cut scenes. I'm texturing it right now, but thinking I might re-model the gun geo since I'm not really feeling it in hindsight. I'd really love any constructive feedback the community could provide since this is my first model in the blizzard style.