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  #1  
Old February 5th, 2005, 10:35 PM
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Default Re: What Should I Make Now?

Well, why dont you do a nice babylon 5 set ? Shadows could use one, as well as almost every other race. Im doing my best, but it still quite consuming to do coding and graphics

While we are at it, wont it be possible to somehow convert doga made shipsets to the mentioned X format ? If now, which free modeler supports .x ? It seems even my 3dsmax 5.1 cant export into X.
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Old February 5th, 2005, 11:18 PM
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Default Re: What Should I Make Now?

That's becuase X is unknown, so naturally it's hard to write a converter.
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  #3  
Old February 5th, 2005, 11:32 PM
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Default Re: What Should I Make Now?

Converting is the easy part. Mapping the textures and reducing the polygon size is the hard part.

To make just a small federation ship under 1000 polygon would be one UGLY ship. No rounded edges at all. Rounded edges drive up the polygon count.

I can make ths ships into parts then run them through a parts program but even then they are still high. THe lowest I have been able to get even the lowest of my models down to is around 4k Poloygons.

I will fiddle around with a Shadow set next. No promises but I will try.
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  #4  
Old February 6th, 2005, 01:16 AM
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Default Re: What Should I Make Now?

I was thinking about making a new cylon set. So will DoGA be no use when we need 3D sets for SEV?.
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Old February 6th, 2005, 01:21 AM
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Default Re: What Should I Make Now?

Quote:
Randallw said:
I was thinking about making a new cylon set. So will DoGA be no use when we need 3D sets for SEV?.
Doga can export to .x, but the models have really high polygon counts, which is not good. Lots of work would have to be done on each model to make it SE:V friendly.
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Old February 6th, 2005, 01:39 AM
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Default Re: What Should I Make Now?

Atrocities posted:
Quote:
To make just a small federation ship under 1000 polygon would be one UGLY ship. No rounded edges at all. Rounded edges drive up the polygon count.
I disagree, sir. Take a look at some of the user created models for ST Armada 2. Quite a few of them were right around the 1000 polies mark. I think that when dealing with low poly modeling your textures have to spot-on to make the model look good.

Speaking of low poly modeling, have you checked out the latest version of Milkshape 3d? http://www.milkshape3d.com/ They released a new version just the other day.
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Old February 6th, 2005, 08:13 AM
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Default Re: What Should I Make Now?

Well, i think i read SE5 will display static models as well, so we could still use the "old" SE4 sets. Poly count aint that big of a problem imho. The Brakiri ships i posted looked quite ugly, but they had a poly count of 2000-4000. This sounds alot for a shipset so ugly, but in fact i used alot of highest-grade "ball" objects, which feature several hundreds polys by themself.
The Vree saucer for example uses a merely 600 polygons and looks pretty good imho. I doubt SE5 will be able to display glow zones though
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Old February 9th, 2005, 06:55 PM
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Default Re: What Should I Make Now?

Quote:
narf poit chez BOOM said:
That's becuase X is unknown, so naturally it's hard to write a converter.
Either nobody caught that little bit of Narf-wit, or no one else thought it was funny.

I found it extremely humorous.

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Old February 9th, 2005, 11:05 PM
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Default Re: What Should I Make Now?

Thanks.
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Old February 9th, 2005, 11:42 PM
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Default Re: What Should I Make Now?

BSG shipset....
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