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Star Trek Fan Games - View topic - KennethGF's Romulan Outpost
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 KennethGF's Romulan Outpost 
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16 Nov 2006, 04:15
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17 Nov 2006, 17:33
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Starting to get a grip on the applications. It is beginning to look more like I intended.



20 Nov 2006, 03:56
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Not a bad start.

Looking forward to when it starts looking this quality :)

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20 Nov 2006, 03:58
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20 Nov 2006, 04:11
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...is what I am working towards. It is learning to break up and fine tune the selection of polygon groups, drawing the textures to finer quality and aliening the application of texture that I am working on at this point. It is a slow learning process with a day job. It is good release is not until well into 2007.



20 Nov 2006, 17:06
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I see what you mean about texture being the hard part. :?


20 Nov 2006, 19:15
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Mstrobel is write though. What made it into the original game did not look that good.



We can do better.


Sorry. I had to do that. Now I am marked for death on Romulous.


21 Nov 2006, 03:19
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27 Nov 2006, 03:48
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Nah, I think Skeeter said that you can go up to a maximum of 2048x2048.

You can always shrink them down later if necessary. that will help give the illusion of highly detaile dships then, without having to model in those details. :wink:


29 Nov 2006, 19:57
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Yeah, no reason not to make your textures as high-res and detailed as possible. It's always possible to scale them down, but you can't make a blow up a low-res texture very well. Who knows what the capabilities of the next-gen graphics cards will be?


29 Nov 2006, 20:01
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Per the Starbase post in Community Forums this will now be the starbase one model. The texturing is still underway. This is NOT the final draft. The sleek looking lines are taken to look more high tech as the starbase vs the outpost.

Romulan Starbase with docking arms...



The lower tech Romulan outpost one.



04 Dec 2006, 02:15
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I have seen mention of using up to three texture files for one model. Are we limited to one texture .bmp file?


04 Dec 2006, 03:41
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The Romulan Outpost One En Face



The Romulan Outpost One Cephalad vantage point



The Romulan Outpost One in profile



07 Dec 2006, 02:02
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Lookin good, cept the long bit on the top down view.

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07 Dec 2006, 02:10
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fixed


07 Dec 2006, 02:31
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My proposal for the Romulan Heavy Scout - slight skin for distinction of lines

En Face view



From the cephalad view point



At an angle



07 Dec 2006, 02:36
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Something kind of like this for the Romulan Starbase


Last edited by Kenneth_of_Borg on 07 Dec 2006, 03:02, edited 1 time in total.



07 Dec 2006, 02:58
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Too low poly and not a good design to be honest. Sry dude for being blunt here. Remember romulans love curvy designs, tho its best to avoid curves, i dont think u can with the romulans.

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Last edited by skeeter on 07 Dec 2006, 09:49, edited 1 time in total.



07 Dec 2006, 02:58
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NP. I appreciate the advice. It helps me in the process of bringing my work up to speed.

More like this version?







07 Dec 2006, 03:24
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Personally can you just keep it as one of the outposts or starbases and remove the nacelles plz. As it really is not a design for a ship at all.

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07 Dec 2006, 09:48
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You're the boss. The project needs some degree of single vision. Let's make it the Romulan Science Station then and I will go with MOE's suggestion on the Starbase.


07 Dec 2006, 14:16
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07 Dec 2006, 23:23
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If this is OK I will texture it. (do not want to have to re-texture after request for model changes)


Romulan Science Station, Tal'Shiar :twisted: Experimental Laboratory




09 Dec 2006, 03:21
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Also I am going to buy an unwrap program now. The demo for Ultimate Unwrap does not seam to work on the ms3d file type I have in MilkShape or am I confused? I did not find other programs listed looking around here or did I miss something?


09 Dec 2006, 03:43
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Milkshape 3d, save your model (export) as .3ds (3d max for jig). You can use this format in ultimate unwrap3d proggy.

Check your email soon.

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09 Dec 2006, 10:38
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Thanks again for your help with the tools I needed. There are some work and family issues that will have we on the road. The laptop will help we get a little work done but I will likely not post again for a week or more. Happy Quanza.



14 Dec 2006, 00:32
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15 Dec 2006, 03:54
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Do all ur texture mapping in unwrap 3d. As in do everything you can in milkshape as in mesh completion. Smooth groups etc. Once mesh is done, save and then only do unwrap 3d to make uv maps of ur ship which you can do multiple texture groups etc in unwrap3d. So like erm sort out ur texture map export it to bmp, load it up in paint shop pro or photoshop etc do ur texturing there. Then simply open the bmp you saved in unwrap3d and apply. Then its all done.

http://www.trekmania.net/conference/botf_tutorial.htm

http://www.members.lycos.nl/jonim8or/shiptex_tut.html

Should help.

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23 Dec 2006, 04:06
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