[WIP] Aquiescent Class

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posted on December 23rd, 2010, 8:45 pm
Certainly did, and a bit different to mine.
posted on December 23rd, 2010, 9:15 pm
I used the third of his blue background texture and it turned out great.  I made the buzzard textures myself, but they aren't really as cool.  Just better than they were is all.
posted on December 23rd, 2010, 9:27 pm
I think I used the 5th texture, I have collectors made from a BC nebula.
posted on December 23rd, 2010, 9:38 pm
Cool, wanna post a pic?  I would be happy to see it. :thumbsup:

nvm saw it.  I use the model from Tactical assault which is higher poly and more detailed.  Thats the one I got permission to use. :sweatdrop:
posted on December 23rd, 2010, 9:43 pm
Last edited by Tyler on December 23rd, 2010, 9:45 pm, edited 1 time in total.
I use Bridge commander textures for the entire ship, both the Mayson and Risner one. Texture quality is something neither the normal nor transwarp Excaliburs I use is lacking.
posted on December 23rd, 2010, 10:25 pm
Yeah, I saw it was very nice.  the only extra detail mine has, model wise, is around the impulse engines, and other parts.  They probably us the same textures as both models I have seen use exactly the same ones.  I merely edited mine to the look I have been fond of as of late. :blush:

more pics. ^-^

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posted on December 23rd, 2010, 10:29 pm
The shuttlebay on that one doesn't mirror. That's one point in its favor.

How do you do nacelle lightmaps; solid white or greyscale?
posted on December 23rd, 2010, 10:50 pm
They are solid white on the nacelles, but I could do greyscale.  I didn't really think it made much of a difference with the glows around it. 

And yeah, the shuttlebays are numbered correctly thanks to some texture adjustment on my part. :innocent:

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posted on December 23rd, 2010, 10:56 pm
I normally go with greyscale because darker parts get darker when not in the light instead of looking the same everywhere. The bright parts stand out more that way.

How does texture mods do that? You mean where on the model they appear?
posted on December 24th, 2010, 1:54 am
I"m not sure I understand the question. :sweatdrop:
posted on December 24th, 2010, 10:35 am
I think he talks about saturation and shadows.
And answering the question, it is set up in the texture details in the .SOD file. Every 3D modeling program can set up how the textures should glow. If you setup them properly, then you can make the model to be bright in the light of a star or a nebula for example, while the other part remains dark. With some experience you even can do that the surface reflects the color of the light, i.e. if the Nebula which lights the model is red, then the ship itself will glow in red.
posted on December 24th, 2010, 2:25 pm
Ah yes, the material settings.  I"m not sure exactly what mine is, something like !ambert  but since I didn't make the model I did not mess with it.
posted on December 24th, 2010, 2:27 pm
I was talking about the lit-up parts in grey scale, fading out as it moves out of light.
posted on December 24th, 2010, 8:45 pm
Ah.  No at this point the nacelles are full white, though I could easily change it, it isn't a big deal for me atm. :blush:
posted on December 25th, 2010, 9:48 pm
Last edited by Anonymous on December 25th, 2010, 9:50 pm, edited 1 time in total.
Do you guys think these glows are too much?(specifically the blue ones.)

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