Betta Fighter Concept
Moderators: MR.D, Moderators
Re: Betta Fighter Concept (retextured!) -56k warning-
why must you hate my model so, rattle?
PS: a revision coming soon!
EDIT: I said it was coming soon!
PS: a revision coming soon!

EDIT: I said it was coming soon!

Re: Betta Fighter Concept (revised! re-retextured!)
It's just rattles way of saying learn2model, you really, really should make more models, and get better, ect, becaus like this it's not going to be very good, modeling takes time to learn, and you can't expect your first model to be a good looking unit.
Re: Betta Fighter Concept (revised! re-retextured!)
Because the UV is inefficient and a few other things
Re: Betta Fighter Concept (revised! re-retextured!)
Needs more work on textures, model is ok though.
Re: Betta Fighter Concept (revised! re-retextured!)
Nobody takes rattle seriously and neither should you, eat some pie, break wind, poke your eye with a lollypop, just have fun!
Re: Betta Fighter Concept (revised! re-retextured!)
Rattle is usually right, but he tells everything in a trolly way.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Betta Fighter Concept (revised! re-retextured!)
I just plain old don't like the design :/ certainly nothing personal, but the whole concept needs work imo [to fit into a universe which is based off 'ancient' human designs and concepts]
If its a gunship (amirite in thinking its supposed to be? im sure i remember you saying something to that effect in #ca...) imo it should show it, short stubby wings, with some *visible* method of hovering eg vectored thrust, tilt-rotors/jets, big fans in the wings, whatever you decide isnt important. Whats important is that I look at it and go "Yeah thats a fighter." or "Yeah thats a gunship." just by looking at it.
Take a look at a supersonic fighter like the F-16 and compare it to a low speed ground attack plane like the A-10, paying particular attention to the geometry of the wings and control surfaces (IOW: they are very different planes intended to fill very different roles)
Its not that the idea is *bad* in and of itself, it just suffers from a lack of coherent design philosophy (although thats more of a CA thing than anything else imo) and perhaps a lack of understanding of aerodynamics.
All in all, I think its better than the first uv-mapped unit I did >_>

So keep up the good work. Because you only stop learning when your heart stops beating!
If its a gunship (amirite in thinking its supposed to be? im sure i remember you saying something to that effect in #ca...) imo it should show it, short stubby wings, with some *visible* method of hovering eg vectored thrust, tilt-rotors/jets, big fans in the wings, whatever you decide isnt important. Whats important is that I look at it and go "Yeah thats a fighter." or "Yeah thats a gunship." just by looking at it.
Take a look at a supersonic fighter like the F-16 and compare it to a low speed ground attack plane like the A-10, paying particular attention to the geometry of the wings and control surfaces (IOW: they are very different planes intended to fill very different roles)
Its not that the idea is *bad* in and of itself, it just suffers from a lack of coherent design philosophy (although thats more of a CA thing than anything else imo) and perhaps a lack of understanding of aerodynamics.
All in all, I think its better than the first uv-mapped unit I did >_>
So keep up the good work. Because you only stop learning when your heart stops beating!
Re: Betta Fighter Concept (NOW INGAME!!!1!!)
Thanks for all the comments!
it seems that there's a general consensus that my model looks too organic, despite my attempts to make that less so...
ima work on it some more, but not the textures, because even though many of you said that they need improvement,
A: I want to work on textures for new models, and
B: The texture HAS been improved, UVmap is just so wasteful that I'm afraid of posting it and getting lynched or something.
@AF: I've done all of those except the "make yourself blind" one since your posting of that reply
also:
)
Also, model is now ingame, regardless of all of your comments!
I'm stubborn, aren't I?
IMO ingame looks nicer than in upspring...
EDIT: (attempt at a) less organic version:

comments?

it seems that there's a general consensus that my model looks too organic, despite my attempts to make that less so...

ima work on it some more, but not the textures, because even though many of you said that they need improvement,
A: I want to work on textures for new models, and
B: The texture HAS been improved, UVmap is just so wasteful that I'm afraid of posting it and getting lynched or something.
@AF: I've done all of those except the "make yourself blind" one since your posting of that reply

also:
true enoughPressure Line wrote:I just plain old don't like the design :/ certainly nothing personal, but the whole concept needs work imo [to fit into a universe which is based off 'ancient' human designs and concepts]
GIANT GLOWEY ORB CEG PROPULSION FTW! coming up as soon as i bug lurker/jk/quantum enough and they make oneIf its a gunship (amirite in thinking its supposed to be? im sure i remember you saying something to that effect in #ca...) imo it should show it, short stubby wings, with some *visible* method of hovering eg vectored thrust, tilt-rotors/jets, big fans in the wings, whatever you decide isnt important. Whats important is that I look at it and go "Yeah thats a fighter." or "Yeah thats a gunship." just by looking at it.
I used the same argument to try and convince saktoth that core plane design shouldn't be the same as core tank design (though i do very much like core tank designTake a look at a supersonic fighter like the F-16 and compare it to a low speed ground attack plane like the A-10, paying particular attention to the geometry of the wings and control surfaces (IOW: they are very different planes intended to fill very different roles)

i may redesign it yet again eventually...Its not that the idea is *bad* in and of itself, it just suffers from a lack of coherent design philosophy (although thats more of a CA thing than anything else imo) and perhaps a lack of understanding of aerodynamics.
That still beats the OTA bulldog.All in all, I think its better than the first uv-mapped unit I did >_>

Be fair to heart-attack survivors!So keep up the good work. Because you only stop learning when your heart stops beating!
Also, model is now ingame, regardless of all of your comments!
I'm stubborn, aren't I?
IMO ingame looks nicer than in upspring...
EDIT: (attempt at a) less organic version:

comments?
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
The teamcolor outlines just don't work, metal has sharp edges, not painted on soft ones.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
Yeah, see what I mean. It just don't scream gunship to me (although it if its a fighter its on the right track)
Srsly, don't get me wrong, its pretty cool. It just doesnt look 'human' or even human derived (which I believe is what the 'story' of CA tells us) With that texture it almost looks like it could be an Alien plane from E&E.
Don't trash the model, you'll regret it, just chalk it up to experience :)
Srsly, don't get me wrong, its pretty cool. It just doesnt look 'human' or even human derived (which I believe is what the 'story' of CA tells us) With that texture it almost looks like it could be an Alien plane from E&E.
Don't trash the model, you'll regret it, just chalk it up to experience :)
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
'glowy orb propulsion' doth not maketh the gunship. The geometry of the plane is all wrong for a slow-moving craft, that design is just *begging* to go supersonic ^_^MidKnight wrote:GIANT GLOWEY ORB CEG PROPULSION FTW! coming up as soon as i bug lurker/jk/quantum enough and they make one
whut?MidKnight wrote:I used the same argument to try and convince saktoth that core plane design shouldn't be the same as core tank design (though i do very much like core tank design)
just move on, to get something that would fit into a 'human design' universe would require so much work that it wouldn't even resemble what you got now.MidKnight wrote:i may redesign it yet again eventually...
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
Make them glow.Hoi wrote:The teamcolor outlines just don't work
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
Are you really using a 1024x1024 texture?
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
Try making a new uvmap (use overlapping!) and texture, I think with a better uvmap texturing will be much easyer for you.
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
@pressureline:
Saktoth: that doesn't follow core design at all, I'd recommend Mr. D's tank models as a baseline for core design.
MidKnight: but planes and tanks are built for different purposes. Planes must be fast and aerodynamic, while tanks must be heavily armored. With this, I used the thunder and the firestorm as guides.
@lurker:
@rattle:
Actually, the texture is IMO excellent compared to my previous attempts (Remember! I HAVE retextured the model, the UVmap just isnt piosted for fear of me getting killed for wasting UV space
)
@hoi:
Sometime next week, I'm probably going to start working on another model.
Hints:
It will be for TA-based mods
it will be arm
well.... it is supposed to be able to outrun the bladewing....'glowy orb propulsion' doth not maketh the gunship. The geometry of the plane is all wrong for a slow-moving craft, that design is just *begging* to go supersonic ^_^
it went something like this:whut?
Saktoth: that doesn't follow core design at all, I'd recommend Mr. D's tank models as a baseline for core design.
MidKnight: but planes and tanks are built for different purposes. Planes must be fast and aerodynamic, while tanks must be heavily armored. With this, I used the thunder and the firestorm as guides.
Very true.Srsly, don't get me wrong, its pretty cool. It just doesnt look 'human' or even human derived (which I believe is what the 'story' of CA tells us) With that texture it almost looks like it could be an Alien plane from E&E.
@lurker:
That was the original plan, but A: i don't know how to use texture 2 yet, and B: it'd only make it look more alienMake them glow.

@rattle:
Indeed I am, but you could say I'm using half a 1024x1024 texture because of blender's faulty uvmap combining algorithm.Are you really using a 1024x1024 texture?
Actually, the texture is IMO excellent compared to my previous attempts (Remember! I HAVE retextured the model, the UVmap just isnt piosted for fear of me getting killed for wasting UV space

@hoi:
see reply to rattle.Try making a new uvmap (use overlapping!) and texture, I think with a better uvmap texturing will be much easyer for you.
Sometime next week, I'm probably going to start working on another model.

Hints:
It will be for TA-based mods
it will be arm
- CarRepairer
- Cursed Zero-K Developer
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- Joined: 07 Nov 2007, 21:48
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
I love the model but I agree it looks totally alien "independence day" style and not human-derived. It would be really cool if the four points were what generate the weapon, like a lups orb that glows in between the four points and fires lazor. That way it looks like they have a purpose.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
1024² is much too big for a relatively simple model like that. 256² would be more than sufficient.
I've modelled and unwrapped in Blender successfully before, and while the interface in general is a complete b*tch, the UV unwrapping tools are decent.
You should also merge all your model's parts before unwrapping instead of trying to combine UVs.
I've modelled and unwrapped in Blender successfully before, and while the interface in general is a complete b*tch, the UV unwrapping tools are decent.
You should also merge all your model's parts before unwrapping instead of trying to combine UVs.
Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
@car: I had wanted to differentiate "flight wings" and "attack wings," but still, i guess 4 points firing a laser would be cool
@wolf: pressureline told me the same thing. My problem is, how will i seperate them after mapping?
Also: Saktoth kinda holds a grudge against this model and all that it stands for, so it probably isn't going to end up in CA. If anyone wants to adopt it, feel free!
just ask me and I'll hand over the s3o

@wolf: pressureline told me the same thing. My problem is, how will i seperate them after mapping?
Also: Saktoth kinda holds a grudge against this model and all that it stands for, so it probably isn't going to end up in CA. If anyone wants to adopt it, feel free!

Re: Betta Fighter Concept (NOW INGAME!) + less organic revision
By combining you do nothing more than letting blender handle the object as one (when you move it, or make a uvmap, ect) while it is in fact, more than one object, there's no geometrial change.