Topic: MajorRacal's Merlin Rommie texture wip  (Read 1005 times)

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James Formo

  • Guest
MajorRacal's Merlin Rommie texture wip
« on: September 28, 2003, 10:20:05 pm »
THis is MajorRacal's design and mesh.  The pic in the upper coner is the rear view. Yah too small to see I know. The 2 doors on the bottom are shuttle bays. The green areas are impulse engines. I have to fix a couple small items, add windows and glows. Probalbly wont add much more detail except to the nacels amd bridge.

   

Rod O'neal

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #1 on: September 28, 2003, 10:25:22 pm »
I think this would make a cool auxiliary ship of some type. Maybe design a pod, that protrudes to the front between the nacelles, to integrate with it and make it a tug?  

MajorRacal

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #2 on: September 29, 2003, 05:53:44 am »
Lovely job, Seņor!!    

Kaenyne

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #3 on: September 29, 2003, 08:03:33 am »
That's a cool looking Rommie!

Right now, it looks like an atmosperic fighter of sorts. Of course, I realize it's still a work in progress so that may change...

James Formo

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #4 on: September 30, 2003, 10:25:17 pm »
Haven't had much time but here it is after about 3 more hours of tweaking. A bit dark here and the struts are not mapped as I want, but its further along.

   

Kaenyne

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #5 on: October 01, 2003, 08:49:10 am »
She's lookin' real spiffy!

I like the latest pic!

James Formo

  • Guest
Re: MajorRacal's Merlin Rommie texture wip
« Reply #6 on: October 02, 2003, 09:35:10 pm »
Thanks Kaenyne.  I really like MajorRacal's design.  Rod, that sounds like a good idea with the pod, as the hard points are located on the wingtips.  Say what is it with you SFBer's and pods anyway? You guys are like pod people j/k

I bought a new vid card so I can now see light and damage maps rendered correctly. So just had to show off a pic with damage. This is the 1st damage map I have done for SFC3.

Note the glows around the nacels. Its very subtle. That is my personal preference with glows. Feel like they shouldn't stand out like a bright green ball. These can be easily adjusted in the .gf file simply by changing the alpha setting for each glow. Mine are set to 50. Most of them you see are left at the default 255. Thats why they are balls of light instead of diffuse highlighting.