View topic - OverLord BattleShip For CA



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PostPosted: 17 Jun 2011, 22:18 

Joined: 17 Sep 2008, 03:36
Location: your imagination
Aircraft arrier definitely, we are still using the fugly 3do one and Saktoth has been AWOL so I don't think he has one in progress.

Otherwise, mostly we just need large superunits. You have a lot of freedom to be crazy creative with them.

Although most all-terrain units could probably use a make-over also. Really it's all up to what your interest is.


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PostPosted: 20 Jun 2011, 05:16 
Modeler
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Joined: 06 Jul 2009, 06:09
they way i model is by making different meshs then i join them in blender
these way easy to get more detail but harder to uvmap, texturing

what 3d modeling techquie or styles you guys use in making models for
CA in blender3d?


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PostPosted: 20 Jun 2011, 05:27 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
I use different meshes as well. UVmapping's a real pain. :(


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PostPosted: 21 Jun 2011, 01:51 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Ship design is not necessarily finalized, and wont be until we sit down and play it -a lot- to work out the dynamics (esp in relation to hover/gunship). But it has been fairly stable for a long time, and having good models is needed regardless.

In the Shipyard, we need a new Hunter torpedo frigate, Serpent Sniper Submarine, Leviathan Tac Nuke Submarine and Reef carrier. If you want to work on your old sub design, it can easily take one of the two current sub roles. Units that still need work (But are at least not 3do) include the enforcer, skeeter and crusader.

Other than that we need some really awesome heavy mechs and commanders. You can basically be creative here, but these models should be spectacular and high detail. You may want to start with something simpler and work towards these- ships are good, few moving parts.

We also need really good basic chassis for spider units, we can make 4+ units out of a decent set of well articulated spider legs on a good UV with several turret configs.


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