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Post Re: Proper Massifs?
Those kinds of ships are epic

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Mon Feb 06, 2012 12:47 pm
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Post Re: Proper Massifs?
I love the space base in 2001.

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Mon Feb 06, 2012 1:25 pm
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Post Re: Proper Massifs?
So I have a modified version of this thing UV Mapped and mostly textured, any ideas for the texture? Just stay true to the original and go mostly whiteish?

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Tue Feb 07, 2012 1:09 pm
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Post Re: Proper Massifs?
Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have.

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Tue Feb 07, 2012 1:34 pm
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Post Re: Proper Massifs?
JeffL wrote:
Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have.


You do the environment map with the game engine, yeah?

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Wed Feb 08, 2012 9:27 am
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Post Re: Proper Massifs?
biggee531 wrote:
JeffL wrote:
Probably best would be to give it an environment map like what the zebus have to make it look shiny, and then some selective glowmap kind of like what the NCC Bulks have.


You do the environment map with the game engine, yeah?

Yeah, they're specified in ships.xml, (EF Cap ships, for example)

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Wed Feb 08, 2012 10:43 am
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Post Re: Proper Massifs?
Can I have a rough max Poly count? I'm a bit on the high side with the current model, at 4200 right now fully modeled.

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Thu Feb 09, 2012 2:06 am
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Team: Strawberry Pancakes
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Post Re: Proper Massifs?
I modeled this from scratch, drawing inspiration from the one Rootbeer did. It's not finished as you can see, but i'll finish it up today if it looks good so far.
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4700 polys....
I saw the dread was a bit over 5k, so that's my poly target.

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Thu Feb 09, 2012 11:10 am
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Post Re: Proper Massifs?
Epic win :) Those look fuber :P

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Thu Feb 09, 2012 4:54 pm
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Post Re: Proper Massifs?
4700 polys seems a bit much. The EF dread has a lot of different parts, which is why it has a pretty high poly count. If you are just trying to get the look of the old massif, I think you should be able to get away with half of the polys. Liking the texture a lot so far, but don't focus on the details so much, there's only a limited amount of texture space available

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Thu Feb 09, 2012 7:21 pm
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Post Re: Proper Massifs?
Or get rid of the ugly spheres. :/

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Thu Feb 09, 2012 8:01 pm
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Post Re: Proper Massifs?
The spheres will look good with the environment map. I think putting glows in those sort of cross-shaped indented parts will look really nice.

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Thu Feb 09, 2012 8:14 pm
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Post Re: Proper Massifs?
Looks pretty good. I'm not sure 4700 Polys for a Massif II/III is that bad as they're some of the largest ships in the game.


Thu Feb 09, 2012 9:18 pm
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Post Re: Proper Massifs?
Less attention to detail? Isnt that one large complaint from the player base? Everything looks nice except some ship textures in the game. Anyway to get high def textures and use a little more space?

Also, love the M3 with the texture.

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Thu Feb 09, 2012 10:03 pm
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Post Re: Proper Massifs?
4700 poly is indeed not an issue for a ship youll rarely see more than 2-3 at the same time in a regular playing session (unlike lets say, panther/rhino/lions which you could end up with like a ton on screen during a war) .

oh and... i wuv it... very very very much !. please rid me of that damn bulk trader and give me my massif III back ! T_T

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Fri Feb 10, 2012 11:11 am
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