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[FAQ
Forum Index » » Fan Art » » UGTO Ships (ST117 dread, Seraph & Ballista Cruiser, Rapier Destroyer)
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 Author UGTO Ships (ST117 dread, Seraph & Ballista Cruiser, Rapier Destroyer)
SpaceGK
Marshal
*Renegade Space Marines*


Joined: July 26, 2009
Posts: 323
From: Ontario, Canada
Posted: 2010-08-15 12:16   
From the origional view we were given i thought that it was going to look alot like the current dread model.

I was wrong

Looks great kenny!
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2010-08-15 14:01   
Could you post a pic of it without the textures on? I just want to get a look at the topology, cus it looks really weird in some places.

It's alright, but I think it needs more work done to it, cus it looks very uh, pointy/edgey

and the textures need work too, lots of breaks in it that take away from the flow of the ship
[ This Message was edited by: Veronw on 2010-08-15 14:03 ]
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Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-08-15 14:06   
Now thats ELITE!
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-08-15 14:20   
its pretty good, but i actually think it suffers from being too "busy" which is a problem with a lot of beginning artists: you THINK you want tons of details everywhere so it looks awesome, but in actuality less can be more =) if you examine some paintings of people and places, especially if you can see the process of how they're made, its really amazing how little content there actually is when it comes to details etc., 5 strokes of a pen can make a face or a body, that sort of thing

otherwise i <3 =)
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2010-08-15 14:24   
I think you could lose the 2 spines or railings at the bottem of the dread.


The thing that looks sort of like a air intake for a fighter at the front looks a bit weird too.
[ This Message was edited by: The Fridge on 2010-08-15 14:26 ]
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MaGoo
Fleet Admiral
*Renegade Space Marines*


Joined: March 18, 2009
Posts: 79
From: USA
Posted: 2010-08-15 15:32   
Pretty
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Icarus II
Grand Admiral

Joined: December 23, 2008
Posts: 55
From: florida
Posted: 2010-08-15 18:56   
i dont like those fins coming off the back, i mean i do, but my first thought was huge blind spot for weapons..
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2010-08-15 19:32   
I love this model. I would probably go UGTO just to fly it.




-Ent
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-15 21:36   
Quote:

On 2010-08-15 14:24, The Fridge wrote:
I think you could lose the 2 spines or railings at the bottem of the dread.


The thing that looks sort of like a air intake for a fighter at the front looks a bit weird too.





The lower spines were initially very complex. In fact I had to take out a lot of details just to get the poly count under control.

I might reduce it to something if it warrants it.

Pls bear in mind that I'm making game models, so I don't really have a free hand at giving it the kind of detailing that I would like to. Quite a constraint to work with, really.

I will see what I can do about the rear arc and intake area. Admittedly, they are blocky, but that's cos I reduced the number if polies there. It was originally nicely curved around the lips.


Keep your comments coming. I'll take a couple days break of drawing just to play the game.
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2010-08-16 11:41   
You CAN do good detailing, you just have to model smart to give it the illusion of detailing while still being low poly
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2010-08-16 12:04   
Mmm, I like. The grey jaggedy-kinda bit halfway along the ship looks a bit out-of-place from the top, perhaps, since everything else is basically smooth curves, but that's probably the worst I can come up with.

Thumbs up from me!
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Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2010-08-16 12:26   
The american model. Looks like the normal one, just a lot fatter.

Seriously though, it looks good. I would make for a nice cargo-heavy role, like fighter bays or supply ship. Possibly a troop transport dread or something like that. Maybe it can carry a large amount of resources out to platforms (20-30 cargo slots for resources or something).
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*Obsidian Shadow*
Grand Admiral

Joined: January 03, 2010
Posts: 316
Posted: 2010-08-16 12:58   
DEVS THE VERDICT IS OUT..... PUT IT IN NAOZ!!!!
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mandalore river
1st Rear Admiral

Joined: July 22, 2010
Posts: 95
From: port angeles, washington, earth, sol, milkyway
Posted: 2010-08-16 17:45   
wow thats cool!
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-08-16 17:52   
Quote:
DEVS THE VERDICT IS OUT..... PUT IT IN NAOZ!!!!


That's not how this works.

Quote:
Maybe it can carry a large amount of resources out to platforms (20-30 cargo slots for resources or something).


The number of cargo slots are set by hull class, so all dreads have the same number regardless - we'd have to have a class definition file for every ship if we wanted to vary things like this, which is a not trivial amount of work, up front and in the future if/when we change anything.

Re: the model itself -- While this is somewhat silly since existing ships don't follow the rules, it seems like there's a lot of extraneous parts. Basically, it seems like UGTO designers took an existing ship - the battle dread, say - and just added some random bits to it to make it more pokey and "snazzy."

I don't know; maybe I lack the proper ship design imagination, but I'm not particularly a fan.
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