Topic: New ship at battleclinic, Jupiter  (Read 11507 times)

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Offline DeathKricket

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New ship at battleclinic, Jupiter
« on: September 03, 2010, 04:03:12 pm »
Ship name, Jupiter

This model was made to fill in any roll of which you are lacking a heavy battle cruiser
or any heavy type ship of almost any race. Can also be used for almost any time from TOS to TNG,
(i use it as a Fed battle cruiser). The ship is equiped with 12 Sub light drive engines and a very large circle drive to generate
a warp bubble as well as many weapons ports. it does not have a "Deflector dish" per say as the 2 domes on top house the
long range sensors and the Antenna's on front are for short range sensors. It also has a 1 large shuttle bay on top.

Offline Starfox1701

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Re: New ship at battleclinic, Jupiter
« Reply #1 on: September 04, 2010, 10:17:22 am »
Reminds me of a Mon Cal

Offline Dizzy

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Re: New ship at battleclinic, Jupiter
« Reply #2 on: September 04, 2010, 01:23:34 pm »
How many polys? This stat should be sop for any release.

Offline Tus-XC

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Re: New ship at battleclinic, Jupiter
« Reply #3 on: September 04, 2010, 02:36:32 pm »
How many polys? This stat should be sop for any release.

And this was your first post in this thread? No comment on the worksmenship? just come in here all demanding polies eh?  Its ok to ask, but damn, to not even bother to comment on the model itself is damn near a slap in the face.  Maybe the SoP should be to comment on the work first... it would seem much more logical than to start by making demands.

Anyways nice lookin model mate, would make some nice alien filler.
Rob

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Offline Bernard Guignard

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Re: New ship at battleclinic, Jupiter
« Reply #4 on: September 04, 2010, 02:40:24 pm »
DeathKricket
Nice work there

Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #5 on: September 04, 2010, 09:20:06 pm »
The poly count is 3,864. I forgot to make the _brk model with joints so if any of you want a proper exploding _brk model just post here and ill put the fixed _brk model for it here.

Offline Dizzy

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Re: New ship at battleclinic, Jupiter
« Reply #6 on: September 04, 2010, 09:47:46 pm »
Lol, Tus, ya, that was fracking mean of me, huh? lol. Sorry Death Cricket. At that moment, I didnt have the time to praise your model properly, so I spoke of something important that was quick. My apologies, lol, I sounded like a dick didnt I?

Your Jupiter is a very generic looking ship that can cross race to sub for various classes. Thatsa hard thing to do. Most ship designs are stuck in one race or another because of their aesthetic nature, but I like yours because its modeled well, the textures are neutral yet impressive and the design just works. As far as miscellaneous ships, yours is pretty far up there in terms of quality and design from others Ive seen at battle clinic. Well done, sir.

Tus : the sop police. :P

EDIT: ya, wheres brk model?

Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #7 on: September 04, 2010, 11:57:56 pm »
I will continue work on the brk model tommorow, iv been using milkshape wich will not stop freezing so i just started using GMAX and i need time to figure it out   :o if any of you guys use GMAX and can give me a pointer i would luv ya  :smitten:

Offline Bernard Guignard

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Re: New ship at battleclinic, Jupiter
« Reply #8 on: September 05, 2010, 06:41:14 am »
I will continue work on the brk model tommorow, iv been using milkshape wich will not stop freezing so i just started using GMAX and i need time to figure it out   :o if any of you guys use GMAX and can give me a pointer i would luv ya  :smitten:

Same Here I know how to Import mods and make some primitive objects but thats all I've succeeded it doing but I have to say
that I'm really more comfortable with Auto Cad and 2 d work  :)

Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #9 on: September 05, 2010, 02:18:59 pm »
Getting this dam thing to blow apart is a lot harder then it looks lol, i keep getting chunks of shapes blowing off instead of the ship parts lol. This may take a while as GMAX is kicking my @$$

Offline Rod ONeal

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Re: New ship at battleclinic, Jupiter
« Reply #10 on: September 05, 2010, 09:24:32 pm »
Here's Chris Jones' brk mod tutorial for MAX. It works fine for gMax, too. Not the most complete way of making brk mods, but effective, none the less. I believe it's also up at Battleclinic.

http://www.4shared.com/account/file/UqRjJ0Pi/brkmod_tut.html
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Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #11 on: September 05, 2010, 11:14:40 pm »
Here's Chris Jones' brk mod tutorial for MAX. It works fine for gMax, too. Not the most complete way of making brk mods, but effective, none the less. I believe it's also up at Battleclinic.

http://www.4shared.com/account/file/UqRjJ0Pi/brkmod_tut.html



 I have 3d max but this walmart pc has a lot problems running it, i will see if i can apply the method to GMAX though, thats why i have stuck to milk shape cuz thats the only one that will run smoothly.

Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #12 on: September 06, 2010, 12:03:54 am »
Sweet, thanks Rod for the pointer, lol you saved me a lot of time, heres the fixed broke model. Let me know if any of you have a problems opening it.  ( im trying out JZip)

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #13 on: September 07, 2010, 01:39:03 pm »
Playing around with the textures a little bit, and it's a nice little mesh.  :)

Any plans to do followup ships with it, like a carrier or something like an AWAC? 

And fighters, or "PT Boats".. think you could have a lot of fun with this one..

One request though.. the light on the bottom is also for your engines.. it'd maybe be a bit more kitbash friendly to have them unrelated areas on the texture... because then you could do something like an Ag-dome on the main hull and not have it affect what your engines are doing.  ;)

But that aside, loving the ship and seeing other possibilities with it.. sort of looks like it goes with anything.  :D
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Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #14 on: September 08, 2010, 09:50:09 pm »
Playing around with the textures a little bit, and it's a nice little mesh.  :)

Any plans to do followup ships with it, like a carrier or something like an AWAC? 

And fighters, or "PT Boats".. think you could have a lot of fun with this one..

One request though.. the light on the bottom is also for your engines.. it'd maybe be a bit more kitbash friendly to have them unrelated areas on the texture... because then you could do something like an Ag-dome on the main hull and not have it affect what your engines are doing.  ;)

But that aside, loving the ship and seeing other possibilities with it.. sort of looks like it goes with anything.  :D

 Im messing around with a few more ships to make a little "fleet", i was thinking of making the light on bottom and the drive engine lights a diff texture but if i changed to warp generator light to a diff color it would tie it more to one or 2 races and kill the "generic" look. Ill will get back around to it when i have time as i am packing to go to afghanistan.

Offline Dizzy

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Re: New ship at battleclinic, Jupiter
« Reply #15 on: September 09, 2010, 04:29:27 am »
Vacation?

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #16 on: September 09, 2010, 02:07:26 pm »
Im messing around with a few more ships to make a little "fleet", i was thinking of making the light on bottom and the drive engine lights a diff texture but if i changed to warp generator light to a diff color it would tie it more to one or 2 races and kill the "generic" look. Ill will get back around to it when i have time as i am packing to go to afghanistan.

Tell you what.. I'll play with this a bit and if I get something that looks half decent, I'll PM you a download link once you come back online..
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intermech

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Re: New ship at battleclinic, Jupiter
« Reply #17 on: September 09, 2010, 02:34:17 pm »
I really like this design! Well done. It has an iconic look but is original at the same time.

Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #18 on: September 09, 2010, 03:34:42 pm »
Vacation?

 Lol, i wish, i'd go somewhere better though, ill be on and off line over the next month so deff play with it and drop me a line, i wana see how it turns out.

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #19 on: September 20, 2010, 10:44:52 am »
Playing with this just a little bit.. starting on the idea for a CC and CV version for peoples.  ;)

This is the initial bits, actually a bit farther along now, but those files are sitting at work and I'm still at home (about to head out for work in about 5 or so)..

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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #20 on: September 20, 2010, 01:33:56 pm »
Oooo, more pretties.. (at work now).

Beginning sketch ideas for the CV.. loads on top, drops from bottom.. :)

May rework the bottom launcher a bit.. make it square or some such. 
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Re: New ship at battleclinic, Jupiter
« Reply #21 on: September 21, 2010, 07:59:15 am »
Any inspiration from the Lost in Space movie Jupiter II?

Offline Starfox1701

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Re: New ship at battleclinic, Jupiter
« Reply #22 on: September 21, 2010, 12:38:42 pm »
now she is tarting to get a more trek look about her

Offline Magnum357

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Re: New ship at battleclinic, Jupiter
« Reply #23 on: September 22, 2010, 03:11:49 am »
I must say, that really is a great model.    :)
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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #24 on: September 22, 2010, 01:58:51 pm »
I'm liking it because it's pretty versatile.  :)

Could use a bit of mapping yet, but I want to work with what's there first and maybe stretch/bash/map it into other things later.

So question, do you think that pipework on the top is a bit over the top?  The nice thing about playing with things first is that you can experiment a little.  I'm thinking of splitting it and running a line down either side with a solid industrial sort of complex-y thing in the centre.  :)
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Re: New ship at battleclinic, Jupiter
« Reply #25 on: September 22, 2010, 03:36:27 pm »
I think that the greebles could use a bit of work as a whole, if you don't mind my C&C.

I would do three things to improve it greatly.

1) Change the texture you are using - the copper-brown tone it has seems to be really alien to the rest of the model.
2) Give it an indent - make it look like its beneath the normal surface of the hull.
3) The shape that the cutout should have ought to conform to the details of the mesh and textures that already exists. If you post a top-down shot I'll show you what I mean.
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Offline Kreeargh

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Re: New ship at battleclinic, Jupiter
« Reply #26 on: September 23, 2010, 12:41:14 am »
About damn time this ship design was ready for SFC  :thumbsup:  I hope to see it next to the orignal disk version in game  :angel:
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Offline Aramus

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Re: New ship at battleclinic, Jupiter
« Reply #27 on: September 23, 2010, 01:41:22 pm »
I like this. and I too can see influence from jupiter 2.

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #28 on: September 23, 2010, 02:04:08 pm »
I think that the greebles could use a bit of work as a whole, if you don't mind my C&C.

Don't mind, that's why I'm askin'  ;)

I would do three things to improve it greatly.
1) Change the texture you are using - the copper-brown tone it has seems to be really alien to the rest of the model.

What you're seeing there is actually the illumination texture coming through at that angle.. that's a lit texture, and am using an amber backlight.  :)
The straight above shot is a light grey that is actually a bit lighter than the hull texture.  (see image).  But I have just reduced it's amberness down a bit whiter light.

2) Give it an indent - make it look like its beneath the normal surface of the hull..

Has one, but I can enhance that a bit more..

3) The shape that the cutout should have ought to conform to the details of the mesh and textures that already exists. If you post a top-down shot I'll show you what I mean.

Top down shot attached.  :)  But to let you know.. too much longer on that runway on top will have it showing on the bottom of the mesh as well..
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Offline FoaS_XC

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Re: New ship at battleclinic, Jupiter
« Reply #29 on: September 23, 2010, 02:32:53 pm »

This is what I meant as far as working with the shape of things - just as an example.

Also, if you look on my site, there is a recently added file containing the photoshop presets I use. In there is a useful greeble pattern that might come in handy.
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Offline DeathKricket

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Re: New ship at battleclinic, Jupiter
« Reply #30 on: September 23, 2010, 11:28:07 pm »
Any inspiration from the Lost in Space movie Jupiter II?

ya, i took inspiration from the jupiter 2 as i love that ship, soory i havent been around for a week, we had a tree fall on our apartements monday and we just got a new one today. any way im leaving on the "27th" hopefully for afghanistan so i got a few more days here. the models is coming along nice, i like the red on the hull.

Offline markyd

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Re: New ship at battleclinic, Jupiter
« Reply #31 on: September 24, 2010, 03:01:36 am »
I like the colour red on it and the pattern, gives it a starwars feel

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #32 on: September 24, 2010, 07:15:00 pm »
That's the nice thing about the mesh, you can do three/five different things with it and have it totally different genres (B5, Trek, I'd imagine even EVE Online).

The red I'm trying with the CV idea, also going to try dark blue, gold, and a couple of other patterns.

FoaS, just to show on the mesh, copied your edit directly on the mesh and did a couple of screenshots.. I can definitely do something similar, but will need a touch of tweaking.  For the record, I like the idea of the back set hanger as well, just trying to make sure that it's going to line up better on the mesh.  And am not doing this in Photoshop, not my tool of choice.  ;)

I'm a PSP man, still using my tried and true PSP 7..
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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #33 on: September 24, 2010, 08:58:24 pm »
Okay, here's where I got to by the end of the night (time to go home).. added a lot more detail to the runway as well..

And no bleed onto the bottom.. :)
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Offline Starfox1701

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Re: New ship at battleclinic, Jupiter
« Reply #34 on: September 24, 2010, 09:37:43 pm »
nice work

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Re: New ship at battleclinic, Jupiter
« Reply #35 on: September 25, 2010, 01:23:27 am »
That top and bottom needs to be remapped >.<
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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #36 on: September 29, 2010, 04:10:10 pm »
Yup, but I'm working with the original mesh and building off the original textures.  Want to have something that can drop right onto the original mesh even if someone only can find the texture.  Remapping defeats that, and I'm not looking to seriously mesh with his mesh.  :)

(yay, Dynaverse is back up!).  :D

Current shots, been tweak tweak tweaking the texture, and here's where it currently is.. have the side bays I was thinking of on there, and am starting on some striping.  It's a "hunt and drop" at the moment on the texture to find where it's all at on the texture, but it's getting there. ..

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Offline Aramus

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Re: New ship at battleclinic, Jupiter
« Reply #37 on: October 01, 2010, 09:39:35 am »
I like where you are going with this.

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #38 on: October 01, 2010, 10:53:45 am »
Thank you.. :)

Semi current shot as of Wednesday.. I didn't get in to work on it yesterday and might not today as I'm busy at work doing WMI and SNMP sniffing on our network the next two or three days.  ;)

This shot doesn't show the finished striping on the top, that's apparently on the work machine.  But it shows off the almost finished bottom hatches, just need to add a central break point on the doors and they're complete.

And btw, I made it easier on myself and I've got things vectorized on the coloured sections, this way, it's as easy as going in and selecting a new colour for the coloured sections and it's changed on the texture.  :D

(update: At work, I copied the current textures over top of what was there, and took new shots.. this shows the finished doors, as well as the proper shading for striping, where it all is now, and a *tentative* idea.. side inboard warps.  (Those may go to the wayside as well).
« Last Edit: October 01, 2010, 05:32:42 pm by atheorhaven »
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Offline Aramus

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Re: New ship at battleclinic, Jupiter
« Reply #39 on: October 02, 2010, 02:20:58 am »
great stuff. Is that a weapon HP inside the red stripes?

Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #40 on: October 02, 2010, 02:17:46 pm »
great stuff. Is that a weapon HP inside the red stripes?

Could be.. I put it there as a torpedo port/phase cannon/V ray/frag cannon/airsoft/spud gun port..  it could be used for launching mimes into space even.  :)

The idea was just to give a front launching weapon port there in addition to the phaser mounts.. what it would do would vary as per the genre, yes?  :D
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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #41 on: October 04, 2010, 05:30:55 pm »
Okay.. think it's pretty well done.. only thing left to do really is do a version with a registry now..

Warps look okay?  Yes/no?
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Re: New ship at battleclinic, Jupiter
« Reply #42 on: October 05, 2010, 10:58:27 am »
It may add a few polygons but I would recommend recessing those warps back into the hull a little bit. If you are using milkshape, this can be done by unwelding all vertices, selecting the polygons at the warp texture, then scaling them at 0.9 on the mass-centered x, y, and z. Then add faces to connect up the meshs. Select those polies and pull them toward the center of the vessel. This will serve to set them off a little bit more.

Offline Starfox1701

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Re: New ship at battleclinic, Jupiter
« Reply #43 on: October 05, 2010, 01:41:17 pm »
Looking Good Man

Offline FoaS_XC

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Re: New ship at battleclinic, Jupiter
« Reply #44 on: October 05, 2010, 02:04:42 pm »
You know, when I reinstall Max (i just formatted back to XP32, 64 was bugging me) I might play with this concept.
Robinomicon
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Offline atheorhaven

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Re: New ship at battleclinic, Jupiter
« Reply #45 on: October 05, 2010, 02:57:31 pm »
It may add a few polygons but I would recommend recessing those warps back into the hull a little bit. If you are using milkshape, this can be done by unwelding all vertices, selecting the polygons at the warp texture, then scaling them at 0.9 on the mass-centered x, y, and z. Then add faces to connect up the meshs. Select those polies and pull them toward the center of the vessel. This will serve to set them off a little bit more.

Ahhh, but you're assuming that I've added something to the mesh.  It's all still stock, the new textures drop right onto the original mesh with the original mapping.  So, what you're seeing is textured.  :)

So, if you're seeing textured parts as addins, I think that that means I've done a decent enough job.  ;)
« Last Edit: October 05, 2010, 03:09:46 pm by atheorhaven »
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!

Offline atheorhaven

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    • Mare Imbrium Shipyards
Re: New ship at battleclinic, Jupiter
« Reply #46 on: October 05, 2010, 03:23:18 pm »
And the second texture... had to colour reduce to get it in here..
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!