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[FAQ
Forum Index » » Fan Art » » UGTO SV-series Dreadnought (WIP)
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 Author UGTO SV-series Dreadnought (WIP)
Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2010-08-12 19:33   
that texture is fanastic! love it to death!

have to say for your first run around with blender it really is a great model

i think tho that if ur going to do detailing, go all the way, add in weapon ports and the like to really push it!

after all, a model is never really done


edit: whats the poly count without the greebles?

edit#2: got a really close look at the greeble details on the neck of the model and there seems to be some issues with either the normals or the poly faces, cant tell which

edit 3: got a close look at the textures, still really good! but theres clipping going on either end of the trench, probably due to either a stretched poly or multiple vertices. also looks like the textures broke along that trench
[ This Message was edited by: Veronw on 2010-08-12 19:49 ]

[ This Message was edited by: Veronw on 2010-08-12 19:55 ]
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2010-08-13 02:41   
kinda looks like a mon calamari cruiser

but i realy like the model



[ This Message was edited by: Axianda The Royal on 2010-08-13 02:42 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-13 04:02   
Quote:

On 2010-08-13 02:41, Axianda The Royal wrote:
kinda looks like a mon calamari cruiser

but i realy like the model



[ This Message was edited by: Axianda The Royal on 2010-08-13 02:42 ]





That ship looks like it has VD!!!
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Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-08-13 11:35   
Quote:

On 2010-08-03 18:15, YIIMM wrote:
Thanks everyone for the kind words

Leo, I'm going to be adding a few more details, but probably won't go overboard with it, with a lot of aspects to the modelling I'm still figuring things out as I go and don't want to get too ambitious, but I'll try and do the UGTO some justice at least.

Starting adding some of the floating panels that you often see on UGTO ships, these are attached by a series of ribs (sound familiar at all?) which are modelled, but hidden from view in the renders below.

All the asymmetrical decals the UGTO have (like their emblem and the flame) I'm going to apply only to the panels, so I can leave the mirror modifiers on the main hull untouched and thus keep the file a bit smaller.

I've also started out with playing around with application of textures, the bump in these images might be a bit high though.




[ This Message was edited by: YIIMM on 2010-08-03 22:16 ]



these ones make me consider joining ugto... just to fly them.
also teh hanger bays loked better as clear cut shadows. without hanger bays. so that it looks like theres a launch ramp inside the ship that runs along it. instead a small load bay.

oh and is there a preset colour scheme? coz itd be kl if ya could mess around with some of the themes, like a white and black one. or for the EAD have Black instead of orange engravings/plates. (like an ensignia) make it look like it is the Elite.
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-08-14 16:05   
Finished texturing the rest of the ship, including lights.

Some parts of the model, specifically the main hull and the underside of the head seem a bit lacking with their own self-illumination, so I'll probably add some more light textures to those ares.

Also planning on adding engine flares as soon as I learn how to use Blender's compositor.






[ This Message was edited by: YIIMM on 2010-08-15 06:14 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-14 23:31   

Whoa..... now that's one heck of a great job you did there!

Nice. I like the details. Bump mapping, etc.
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SpaceGK
Marshal
*Renegade Space Marines*


Joined: July 26, 2009
Posts: 323
From: Ontario, Canada
Posted: 2010-08-14 23:35   
oooo shiny

looks real nice and i really like the detail, unfortionatly alot of the detail is hard to see since the image is kinda dark
[ This Message was edited by: SpaceGK on 2010-08-14 23:37 ]
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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2010-08-15 01:30   
I like it. Gj
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2010-08-15 04:21   
Beautifully done, I especially like the view from the ventral/fore side looks very cool. You have some talent with CGI modeling!
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2010-08-15 14:08   
The textures seem a little too overbearing when applied over the rest of the model, it needs something to break it, maybe change the texture when it meets up with the wing?

Also, have you considered getting Maya? Would do wonders for your ability to texture, since Blender is crap
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-08-15 14:12   
What's the poly count?
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-08-15 18:14   
Quote:

On 2010-08-15 14:08, Veronw wrote:
The textures seem a little too overbearing when applied over the rest of the model, it needs something to break it, maybe change the texture when it meets up with the wing?

Also, have you considered getting Maya? Would do wonders for your ability to texture, since Blender is crap




Yeah, I know. I've applied the spinal stripe to the rest of the hull and am also going to be adding some more light fixtures around spots that could do with a bit more illumination. Also added a bit more ventral detail and redone the textures there.

I wouldn't say Blender's crap by any stretch of the imagination, but it does lack certain features that would make some tasks easier (specifically applying inset detail to meshes).

I've no real interest in getting Maya, it's well out of my price range. After I finish working on this model I'm going to learn Lightwave instead, I've seen a step-by-step tutorial on how to model Serenity, and it seems to have the necessary tools I feel are missing from Blender.

Quote:

On 2010-08-15 14:12, BackSlash wrote:
What's the poly count?


Not really any higher since the last count I gave; about 130k.
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IANF
2nd Rear Admiral

Joined: June 19, 2010
Posts: 30
Posted: 2010-08-15 20:31   
Quote:

On 2010-08-14 16:05, YIIMM wrote:
Finished texturing the rest of the ship, including lights.

Some parts of the model, specifically the main hull and the underside of the head seem a bit lacking with their own self-illumination, so I'll probably add some more light textures to those ares.

Also planning on adding engine flares as soon as I learn how to use Blender's compositor.






[ This Message was edited by: YIIMM on 2010-08-15 06:14 ]




that little indent in the front (that currently has windows) would be a good spot for a hanger bay, and that bulge near the back would be a good bay too,

in my mind this thing screams "i am a carrier" or "i am a missle dread"
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-08-15 21:08   
Quote:

On 2010-08-15 18:14, YIIMM wrote:
Not really any higher since the last count I gave; about 130k.




Blimey. That's a lot of poly's! Well worth it to look like that though .
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2010-08-16 14:25   
wish it would be doable to update the grafic engine to support higher polygon ships :/
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