Decided to put this up for two reasons. One, Id like some input on how it looks. I like it and it looks good for being my first in my opnion.
Second How to add textures to it (assuming that means color it and decals)
If the picture messes up right click and open in new window or what have you.
Idea for Mod Name
Factions WC Uses stealth and technology to defeat its opponents. Strong Points Air and Sea firepower Land is moderate. Base defenses highly accurate. Special Unit (Depending on how the game works out) Rodney Class Carrier Under construction when the war began, the Rodney got its name from a Field Commander who held off RSA attacks for a week while under siege. He was KIA during the last day of the siege. May either replace or be a upgrade to the Regular WC carriers.
RSA Uses powerful units, relies on brute force. Strong Points Land and defenses Defenses are highly destructive but less accurate than WC. Razgi Tank This tank is the supreme ruler. Armed with a high velocity cannon capable of killing any other tank in one shot, its only weakness is its lack of speed and its slow turret movement. Supplement with Shilka V4 tanks.
Ideas for working out certain things. WC Stealth WC stealth works like this. RSA radar levels have a smaller rang than that of its WC radar. This helps all WC units be "stealth" Or All advance WC units are invisible to radar, but RSA can build observation post to make WC units in LOS appear. Any WC unit in RSA LOS will be on radar.
The carrier wont let me retexture it. Any help would be apprciated. When i go to UV maping, it takes me to the lay out, and skips the second part. As in Part one Right click etc... Second Cut the edges and then continue etc... Third lay out.
Any ways. here is my second model. Any comments. Please any advice as well.
Huh? Generally you want fewer polygons for something big and flat, and more for small details. In your case specifically though, sp111kg, the hull needs more polygons, and the turrets/other misc details need less.
Its not that they need less polygons because you are over some set limit of polygons you are using, but to get something that *looks exactly the same* you could do with far less polygons. Your shapes are very blocky.
If you have a reference picture of the boat it can make things a million times easier because then you have a much better idea of what to change to actually get your model to look correct.
If you don't have a reference picture, draw one. (front, top, side views should be good enough) If you can't draw, well draw it anyway. Because your head is never a good place to store information. Stuff gets mushed around too easily and by the time you're halfway done you've forgotten what the boat is supposed to look like.
PS: Keep up the good work! :) Save your stuff often and make backups. (and then after years of practice you can have a really neat timeline of your progress) When (not if) something goes wrong you don't want to lose hours or days of hard work.
]Thanks for the advice. As for the block looking structures. I based them off the US Tichonderoga class, and they always seem block like to me. How ever, for a no block looking model I present the following
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Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
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