Author Topic: WIP - Tokyo class(Original TOS)[Final Model Tweaking]  (Read 7373 times)

Offline cordanilus

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Re: WIP - Tokyo class(Original TOS)[Being ported to BC]
« Reply #40 on: November 26, 2008, 07:17:33 AM »
It is an ingame pic...but we should be focusing on the Tokyo. :D  I'll update the Earth WIP thread I have soon enough.

Offline GRUNT

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #41 on: December 06, 2008, 03:52:03 PM »
This thread needs an update after a week!

Started on a nacelle. Its plain, i know.  :P


Any tips from those who have modeled tos nacelles?


Also - Look on first post for overall model update.

Offline Villain

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #42 on: December 06, 2008, 05:34:45 PM »
Uhm, I use a template of a Connie Nacelle personally, but keep in mind the Nacelle gets smaller as it reaches the back end. It's only really noticeable side-on though, so... 4/5th's the size of the front end maybe? When I model them, I usually build a mould/stencil thing to boolean off the back so it's nice and smooth and still has that S shaped ending. (To which I owe many thanks to Limey for reminding me to merge everything after that step.)


"The design is clearly ancient... Launched hundreds of thousands of years ago."

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der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
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Offline Adonis

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #43 on: December 06, 2008, 08:14:45 PM »
Going over 8k for this things poly count would be a waste, pay attention to how you control the surface, and delete/weld verts you don't need. 10.5k for the first version was a high poly count compared to the looks.
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Offline GRUNT

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #44 on: December 07, 2008, 09:35:35 AM »
Going over 8k for this things poly count would be a waste, pay attention to how you control the surface, and delete/weld verts you don't need. 10.5k for the first version was a high poly count compared to the looks.
Thanks for bringing that up, Adonis. W/o the borrowed nacelle(and Legacy parts, oops!) the ship's poly count comes to a total of 5483 polys.

Looks like i only have about 2.5k polys to play with for the nacelle.

Offline limey BSc.

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #45 on: December 07, 2008, 11:39:51 AM »
Don't feel bound to such a poly count though. Even low end computers can happily handle serveral 15k poly ships. Hell, a mid end can handle a 210k poly ship with no problems.
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Offline GRUNT

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #46 on: December 07, 2008, 04:08:49 PM »
Small update

Offline Adonis

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #47 on: December 07, 2008, 07:33:10 PM »
Don't feel bound to such a poly count though. Even low end computers can happily handle serveral 15k poly ships. Hell, a mid end can handle a 210k poly ship with no problems.

That's unneeded overkill.
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Offline limey BSc.

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #48 on: December 07, 2008, 07:40:07 PM »

That's unneeded overkill.


In your opinion. I think it adds much needed detail. A level of realism that textures can't provide.
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Offline Aeries

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Re: WIP - Tokyo class(Original TOS)[Final Model Tweaking]
« Reply #49 on: December 07, 2008, 10:27:49 PM »
Why not just let Grunt decide for himself how he wants to produce his ship? He's not doing a bad job so far imo, and both parties here have decent points and opinions, so...

Grunt, whatever you decide to do, you're doing an alright job so far buddy... keep it up and keep on learning! :D