View Full Version : Alans work
alanlei
08-14-2010, 08:29 PM
started modeling on johns taizong concept
here is the progress so far
alanlei
08-21-2010, 03:06 PM
the base is 6008 tris right now. have a high poly model started. will start Uvs and normal if there is no problems.
Rownyn
08-21-2010, 06:19 PM
Looks great, as good as i can see so far im not sure if you did or not but you might want to keep the emitters separate from the actual ship model itself. i really cant tell if you did or not by looking at your pics but very good so far
Smi7h1sH3r3 808
08-21-2010, 07:53 PM
looking good, looking good.
i'm wondering how the wings are attached to the ship; they look like they are one piece that is a part of the body. if they are, separate them from the ship. also, the gun, though it looked good in the concept, i'm thinking that it should be straighter, more gun-like. I'll talk to jack and chris to get the final word on it though.
as far as uv's go, just get it uv'd but don't place them in the map yet. hopefully you haven't done so yet. I've got some issues in my head about how things will eventually be textured in game and how the engine is gonna handle it so i'll let you know when i know. otherwise, good job alan, looks real sweet. keeps to the concept precisely; looks like you've got another vehicle that will be ready for your port man. ^_^
alanlei
08-21-2010, 09:28 PM
cool, thanks. then i will start uving
about the gun. there is actually part of it that is more curved in the concept. and in the description it said it was angled for more accuracy. but i can always make it straight.
the wings is connected on the bottom section. i followed the color chart that you gave me. there is also the bottom fin that is attached to the wing.
not sure about the engine part, is it unity? you probably thought about it but what i was thinking is each modular piece has its own map. so if its a 512 map each and 5 pieces for mine, then it will be a 1024 map and a 512 map.
i know theres a ship that is suppose to be one whole piece, so you can give it a 1024 map and if it has an add on that can be a 512 map.
just giving ideas, hope that helped lol.
kohldude
09-07-2010, 03:25 PM
They're writing their own engine. Sirikata.
Something feels off with the Taizong. If I were to describe it in one word, I think that word would be "bloated." It feels a little too pudgy and not streamlined and insect-like. The lines are too soft and not sharp/tapered enough.
We had established that the R'laan ships are almost insect-like in their menacing appearance with chitinous armor shapes like those of insects or shellfish (like crabs).
http://www.avivhadar.com/wp-content/uploads/2009/03/hornet2.jpg
R'laan style guide (http://www.7kelvin.com/files/rlaan_style_01.pdf?attredirects=0).
It is also missing several of the emitters, especially on the front spars. Unless the design doc has changed, and I don't believe it has, these are supposed to be modular components that can be swapped in and out for different models, so they can't be something that is done in the texture map unless we're applying decals.
Try slimming down the front emitter spars and have them taper off much more quickly (red) and pinching the end of the.. plates? (blue).
http://img186.imageshack.us/img186/4738/taizong.jpg
alanlei
09-24-2010, 07:07 PM
sorry for the late reply.
by emmitters. do you mean the purple orbs? i can add all those in as geometry, but i will probably have to optimize some more to keep the same tri count.
thanks for the critique. i will do the changes that you mentioned.
kohldude
09-29-2010, 02:20 AM
I mean what I have highlighted in green:
http://img543.imageshack.us/img543/4396/taizong1.jpg