UFO:Alien Invasion

Development => Artwork => Topic started by: Anderty on October 04, 2012, 06:17:10 pm

Title: Dropship/Fighter Contribution
Post by: Anderty on October 04, 2012, 06:17:10 pm
After some unappealing designs, I come to this one, made in 3 hours.

Design isn't sci-fi opera, but 2084 tech style, if you approve that.

Idea was top secret project of nations to experimental stealth fighter/dropship. It'll carry 6 PHALANX fighters and 2(or 1 pilot, if 2 is overkill). It's better than stilleto and, kinda, close, but not very, to Dragon class. But all that is just my idea, ballance work is for you, people.

UPDATE

As promised, Updated. I finished unwrapping (wheef, it's always taking so much time... and it's so much fun, to play LEGO with all maps I made). Tomorrow I'll start drawing textures, so for today, it's enugh.

I, as well, did optimizing and managed to make interior-less model to 498 tris and landed one - to 568 tris. As well, I made very low-poly one too, for geoscope. 246 tris. (green one)

Ah, I did landed one just like it's needed. I even, somehow, managed to fit in all textures... thought, interior will be, kinda, low-quality textured, but, oh well - it still be gonna good ;D.

As well, right after I'll finish texturing, I'll make, as well crashed craft one too.

After drop-ship, I'm planing onto alien tank (that last one on legs), if no one will stop me. As well I want to discuss some other design things, but all must by one by one, not all together. Let's finish one topic, at begin.

Or, may be, I should remade that awful Heracles drop-ship? hm? I, actually, have nice concept idea to heavy transporter, with realistic non - sci-fi design, and, as well, much much cutter XD.

UPDATE

So far, so good. Texturing is long time work, but it's funny to watch, how work take some awesome shape.

I'm making 1024 texture, and it look good, so far. Still, if using 512, as in comparison example, it's pretty blur. Dunno, but I want moar power of engine :P.
Title: Re: Dropship/Fighter Contribution
Post by: geever on October 04, 2012, 07:24:20 pm
I think it would just perfect for Hyperion (http://ufoai.org/wiki/index.php/Aircraft/Hyperion-class_Armed_Dropship).

The campaign doesn't support more than one pilots per craft, so we should stick to one.

-geever
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 04, 2012, 07:29:05 pm
Yeah, very promising shape. Can you show some more with interior, etc? Just so you know, we'll need two types of models:

1. A complete model with (preferably) not too many polys for flying around the geoscape.

2. A 2-part model that allows us to hide one part to show the soldier interior (see how the firebird is done).

I can do some texturing work if you're not good at it, but I would at a minimum need it to be unwrapped elegantly.

(other positives: shapes look easy to create no-clips for in radiant, looks like a nice reasonable size to fit on a dropship tile, yes to the 2084 tech and not sci-fi opera).
Title: Re: Dropship/Fighter Contribution
Post by: Crystan on October 04, 2012, 08:20:24 pm
Very cool!
Title: Re: Dropship/Fighter Contribution
Post by: Latino210 on October 05, 2012, 12:54:10 am
Cool model. I am into 3d models, too. May I know what program have you used? I cannot find any reliable program able to export the files to .md2 apart from that horrible fragMOTION! I can use the Sketchup quite well, but I have no idea how to export the files in an usable format...
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 05, 2012, 01:24:15 am
Yeah, very promising shape. Can you show some more with interior, etc? Just so you know, we'll need two types of models:

1. A complete model with (preferably) not too many polys for flying around the geoscape.

2. A 2-part model that allows us to hide one part to show the soldier interior (see how the firebird is done).

I can do some texturing work if you're not good at it, but I would at a minimum need it to be unwrapped elegantly.

(other positives: shapes look easy to create no-clips for in radiant, looks like a nice reasonable size to fit on a dropship tile, yes to the 2084 tech and not sci-fi opera).

I'll do first one tomorrow.

'bout texturing - nah, I'm master of all digital trades, except, pure art, so I'll handle it XD. Just wait day or 2, and you'll see ;D.

I think it would just perfect for Hyperion (http://ufoai.org/wiki/index.php/Aircraft/Hyperion-class_Armed_Dropship).

The campaign doesn't support more than one pilots per craft, so we should stick to one.

-geever

I thought so. Ok, let it be so! One master pilot should be good enough too!

Cool model. I am into 3d models, too. May I know what program have you used? I cannot find any reliable program able to export the files to .md2 apart from that horrible fragMOTION! I can use the Sketchup quite well, but I have no idea how to export the files in an usable format...

Used - almighty Blender (I prefer it to 3D's max, but max should be good too. Still, blender warms my heart much more :D).
'bout exporting - I'll gather knowledge 'bout exporting right after I'll finish texturing, when I'll have ready model for doing so. So, wait till that time, and I'll share any Intel, I'll gather. May be, there's some plugins for Blender, but, I think, 3D's max 86% of chance, that he has proper plugin for such exporting maneuvers.
Title: Re: Dropship/Fighter Contribution
Post by: Latino210 on October 05, 2012, 01:53:47 am
All right, thanks. If I was in you I would be sure to be able to export the finished file before doing the design. Can you imagine the pain at the though of having created a good model and having no way to make it work ongame?
Title: Re: Dropship/Fighter Contribution
Post by: Mattn on October 05, 2012, 09:31:16 am
blender should come with an exporter (just make sure to only export one frame - otherwise the mesh will get really big without any animation)

3dsmax: we have maxscripts in our repo to export from 3dsmax

see our wiki (http://ufoai.org/wiki/index.php/Modelling#Programs)

but now the more important part: I like this model and i agree with geever - it could be perfect as the hyperion.
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 05, 2012, 10:17:35 am
Nice work on the two-part model. Simple, clear interior that will be easy to integrate into the battlescape's grid system.

One request for the interior texturing: since this will be a fighter/dropship, can you draw onto the walls some straps or something that could be used to strap the soldiers in? I imagine they'd get tossed around pretty bad in the back while the pilot is dogfighting if they didn't have some way to anchor to the walls.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 05, 2012, 02:55:35 pm
Nice work on the two-part model. Simple, clear interior that will be easy to integrate into the battlescape's grid system.

One request for the interior texturing: since this will be a fighter/dropship, can you draw onto the walls some straps or something that could be used to strap the soldiers in? I imagine they'd get tossed around pretty bad in the back while the pilot is dogfighting if they didn't have some way to anchor to the walls.

Funny thing, I thought so too, that's why I already working on that :D.
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 05, 2012, 07:19:45 pm
When you edit a post we don't get any notice that it's been changed. Please add your images and comments to a new post or we're likely to miss it.

1024x1024 is our preferred size for an aircraft. If you want to work at 2048x2048 that's fine too, although we'll rescale when it goes into the game.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 05, 2012, 07:25:52 pm
When you edit a post we don't get any notice that it's been changed. Please add your images and comments to a new post or we're likely to miss it.

1024x1024 is our preferred size for an aircraft. If you want to work at 2048x2048 that's fine too, although we'll rescale when it goes into the game.

Noted.

I beginn work with 1024, so, don't wan't to change it for more. As well, I think, as it is now - it's more than enough.
Title: Re: Dropship/Fighter Contribution
Post by: ShipIt on October 05, 2012, 07:28:16 pm
I wonder why nobody mentioned your lovely avatar yet.

Seems everybody is only looking at those pretty aircraft models here.  ;D
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 05, 2012, 08:09:41 pm
I wonder why nobody mentioned your lovely avatar yet.

Seems everybody is only looking at those pretty aircraft models here.  ;D

http://wen-m.deviantart.com/gallery/
Title: Re: Dropship/Fighter Contribution
Post by: Crystan on October 05, 2012, 09:38:16 pm
OH GOD, I CANT WAIT TO SEE THAT MODEL FINISHED!!!
Title: Re: Dropship/Fighter Contribution
Post by: Sandro on October 05, 2012, 11:55:31 pm
Nice model. Really nice. But being the tech guy I am, cannot skip asking following questions:
1) Six engines, right?
2) Why only 4 of them get shaped intake ducts, while the front ones get only the outline?
3) What is the point of wedge-shaped gap between the front engines' intakes and the outer small part of fuselage?
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 06, 2012, 01:00:06 am
Nice model. Really nice. But being the tech guy I am, cannot skip asking following questions:
1) Six engines, right?
2) Why only 4 of them get shaped intake ducts, while the front ones get only the outline?
3) What is the point of wedge-shaped gap between the front engines' intakes and the outer small part of fuselage?

1)No, 2 ultimate, top-end-edge engines ever build by humanity, acting as powerful enough, to power such aircraft, making it fighter and drop-ship too. As well, they're vertical thrust engines.

2)Those engines don't use much air, as they're not on aerodynamic basis, but air pressure technique, mixing little oxygen with liquid oxygen as fuel. Such method is very experimental, that's why Hyperion is only aircraft with such technology. It's still experimental prototype, so, massive production isn't option. As well, such cutting-edge tech isn't fairly cheap.
'Bout top intake ducts - they're not for main engines. For more effective take-off and landing, additional small engines were added at bottom aileron. As well they work as additional extreme maneuverability function to craft, but such overload is pretty heavy for pilot and crew, so that option is used only in emergency purpose.

3)Well, can you describe, why all artists in world won't draw anime for me? I can't. So, can I describe, why I wanted add this gap? Sure I can, but it won't change any-thing. I like it as it is and, though, it look more interesting, than just boring wing-like thing from main hull. By this gap, it's making little bit more interesting form. ;D

Feel free to test me more. I like it XD.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 06, 2012, 12:10:00 pm
UPDATE

I thought it should be nice, to show progress so far.

I have question: does .md2 use alpha channels as transparent units, or not? Cuz I wan't place text on separate flats for many purposes, but can't figure, does engine support such feature.
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 06, 2012, 12:23:52 pm
Looking nice. No, we don't support any alpha channels in our current models.

If you haven't seen it yet, you might want to take a look at our Artwork page (http://ufoai.org/wiki/index.php/Artwork#Technical_Details) which has information on normalmaps, glowmaps and specularity maps.
Title: Re: Dropship/Fighter Contribution
Post by: Mattn on October 06, 2012, 08:02:26 pm
nice progress. can you maybe export the mesh already as an early md2 version and attach it here? i would like to test the shape in a few maps to give some more feedback about it.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 06, 2012, 10:11:34 pm
Progress so far.
Texturing is very time consuming, but - fun.

Bout exporting, I'm still experimenting. I hate blender render engine, that's why many materials won't work properly in it, as I use Cycles render engine.

I attached blend file too, just in case. If sometime, someone will take time and will guide me, how to do it properly and show me it alive - I'll consider full-way project working. I mean, I'll do all way through in modeling, but right after I'll understand system.

Please, be conservative to changes, as I tried many shapes and designs, coming to such appealing one wasn't easy for me. As well I put many "realistic" touch in it (As we can imagine in it '-.-). If needed, I can write full information data. As well I have idea to preview picture to aircraft's, but that's another topic.

As well I have design question - how many weapon slots it'll have? Cu'z 2 'projectile' slot's I made already (shaft style doors near pilot. Those aren't thrusts, as, I guess, people guessed. Those are weapons). If aircraft battle system will work as I immagine, than some weapon slotting will be kinda interesting.
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 06, 2012, 10:22:53 pm
Two weapon hard points is good for this craft.
Title: Re: Dropship/Fighter Contribution
Post by: ShipIt on October 07, 2012, 08:42:54 am
Please, be conservative to changes, as I tried many shapes and designs, coming to such appealing one wasn't easy for me. As well I put many "realistic" touch in it (As we can imagine in it '-.-). If needed, I can write full information data. As well I have idea to preview picture to aircraft's, but that's another topic.

Not sure if I got this right. For sure nobody will touch your work here without need.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 07, 2012, 12:00:05 pm
Not sure if I got this right. For sure nobody will touch your work here without need.

Oh, I meant, that people can use it, as it's contribution to open-source project. What I mean - if changes must be done, consider them minimal, as for me - making design for this drop ship was one hell of a ride XD.

But, well, it's ok. I should finish texturing today, so, ship soon will be ready. I still wan't to learn better, how I should export it properly, so, please, If anyone downloaded current .md2 files, can you tell, does it work right? (As there's no attached texture still, that shouldn't be error for now).
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 07, 2012, 12:33:23 pm
Our wiki has some information about exporting from Blender (http://ufoai.org/wiki/index.php/Modelling/Blender), although it may be out of date. Please give it a shot and update the wiki if you find anything incorrect.

If you're unable to get it working, don't worry. Provide a OBJ file of the model and I will get it to MD2 for you. We'll probably rename the MD2 and texture files before we add it anyway, so this is not a problem for us.

Please also specify what license you are willing to release under. We prefer GNU General Public License 2.0 or later (http://en.wikipedia.org/wiki/GNU_General_Public_License). But we're also happy with CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/) if you'd prefer that.
Title: Re: Dropship/Fighter Contribution
Post by: Nutter on October 07, 2012, 01:30:24 pm
Okay...as soon as this is implemented, I'm reinstalling the game.
And never using the Firebird again. Unless I really, really have to.
Title: Re: Dropship/Fighter Contribution
Post by: geever on October 07, 2012, 01:39:48 pm
And never using the Firebird again. Unless I really, really have to.

Someone is upgrading Firebird also, if I'm right...

-geever
Title: Re: Dropship/Fighter Contribution
Post by: Crystan on October 07, 2012, 07:02:39 pm
Someone is upgrading Firebird also, if I'm right...

-geever
Yup. http://ufoai.org/forum/index.php/topic,6873.15.html
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 07, 2012, 07:09:34 pm
So, almost there. Interior and bottom hull part left. (Bottom wouldn't bee much detailed, as no one will look there so much. Except, if  air combat will work as intended, than I'll make little update, where bottom textures would be little more detailed.)

I haven't draw textures since very looooong time ago, so I work pretty slow... still, I'm glad, progress is pretty fast.

Thought, If I tried to make high-poly object first and make textures from that, making low-poly model textures should be faster and easier... but, thought, If do like I do now - textures are making additional depth by themselves, which is - great.

After I'll finish texturing, I'll try to add little bit more detail, by adding chassis... I'm against them, as I know by personal experience: professional pilots can land crafts so smooth, that you can't even tell, are you landed yet. And as phalanx recruit only best of the best... so, plane, designed for cover troops by itself on land, must land with all its body. So chassis - is bad. Anyway, I'll ad small ones, which won't make any big difference in height.

As well - may be, someone have nice interior textures? As I'll be more than happy to put some to use.
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 07, 2012, 07:35:14 pm
Looking very nice. You're right, no one will see the bottom unless we crash it! :)
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 07, 2012, 07:48:57 pm
Looking very nice. You're right, no one will see the bottom unless we crash it! :)

Oh, right, forgot 'bout crashing. Damn, much more work to do T.T. But ok, thx for reminding.
Title: Re: Dropship/Fighter Contribution
Post by: geever on October 07, 2012, 08:30:10 pm
Looking very nice. You're right, no one will see the bottom unless we crash it! :)

Players can rotate the model on the UI to any direction. So, it doesn't need much details, but don't make it simply grey-painted, please.

-geever
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 07, 2012, 09:16:26 pm
Players can rotate the model on the UI to any direction. So, it doesn't need much details, but don't make it simply grey-painted, please.

-geever

Yes, I remembered that after a while. As well, I didn't considered left it grey. It just won't be much detailed, as detailing take 'lot of time.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 08, 2012, 01:39:00 am
Done.

I, currently, can't make normal map, as I didn't made high-poly mesh, as well I can't do that in image editor too, as using normal map making plugins don't reveal pleasant achievements (may be, if I render light-map and add it to texture, may be plug-in generated normal map should be much more nicer... I'll give it a try.).

So, I attached archive with blend files (I don't want to export them in other formats now, as realy tired and should do some work first, so, bare with me. It was great pleasure to spent free time to Hyperion, but I should spend some time to work too, as 0 progress is kinda noticeable :P).

blend files have 3 type of models: geoscape, battlemap and flying/closed one (for flight mode, with closed drop section.)

I'll make crushed one tomorrow.

Our wiki has some information about exporting from Blender (http://ufoai.org/wiki/index.php/Modelling/Blender), although it may be out of date. Please give it a shot and update the wiki if you find anything incorrect.

If you're unable to get it working, don't worry. Provide a OBJ file of the model and I will get it to MD2 for you. We'll probably rename the MD2 and texture files before we add it anyway, so this is not a problem for us.

Please also specify what license you are willing to release under. We prefer GNU General Public License 2.0 or later (http://en.wikipedia.org/wiki/GNU_General_Public_License). But we're also happy with CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/) if you'd prefer that.

I choose GNU 2.0.

As I see now, only normal map, reflect map and crashed one is needed. Something else?
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 08, 2012, 10:36:45 am
And some info.

Project, originally, was made by Russians at early 2045, but, as lack of tech, project was freeze. After so many years, current knowledge gave access to unbelievable successive working prototypes.

Using so much powerful thurst engines result in ability to fly without wings, relaying on thurst air pressure, rather than on aerodynamics. Thursts, as well, are advanced vertical thurst system implementation, which is very important for drop-ship aircraft.
As it's easy noticeable  ship is all covered in cutting-edge production advanced nano-tube alloy plating. Some of those plating are very durable and physically inpenetrable cover, for defending important sections of craft.
Other, most of them, are boosted stealth alloys, making craft invisible (for electronic warfare), despite it's clearly heavy architecture. Of 'course, it's not good as Saracen stealth technology guidelines, but it's still considerably much better, than it should be. Stealth plating, in advance, gives considerable protection too.

As Hyperion have many secondary vertical thurst engines, it's quite maneuverable craft, but as developer suggest, it's quite harsh for crew to do so. If craft is only piloted, than such ability is neat, but with crew aboard, aircraft should stick to classic air combat acrobatics. May be, professional pilot skills can change that, but it still depend on crew readiness.

Did I mentioned, that only 6 crew members can be transported? Well, now you know. You must understand, that for advanced fighting and transporting abilities, some sacrifice is required.

As Mass production of such craft is considerably high, nations still agree to release mass produced versions, as prototype stage was early finished. Current service release is first. I can tell for sure, that next modification release won't be released soon, as I can't foresight any more cutting-edge tech humanity has, to improve current craft build.
Title: Re: Dropship/Fighter Contribution
Post by: geever on October 08, 2012, 04:59:50 pm
Quote
As it's easy noticeable  ship is all covered in cutting-edge production advanced nano-tube alloy plating.

Nano-tubes are the base of the Alien technology. Another research article we have says (Alien Materials (?) ), that we couldn't manage to make them. And Hyperion should be an early, completely human/tech based craft.... so the story needs adjustments...

-geever
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 08, 2012, 05:59:48 pm
Nano-tubes are the base of the Alien technology. Another research article we have says (Alien Materials (?) ), that we couldn't manage to make them. And Hyperion should be an early, completely human/tech based craft.... so the story needs adjustments...

-geever

That's, actually, base reference. I not intended to make fully fledged ufopedia data, so adjustments any way must be done :P. As well, yes, I miss-watched that, somehow... but saracen intel says its using such tech... mystique?
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 08, 2012, 06:06:07 pm
In the *spoiler*tech tree outline (http://ufoai.org/wiki/images/Techtree_timeline.png)*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 08, 2012, 06:57:40 pm
In the *spoiler*tech tree outline (http://ufoai.org/wiki/images/Techtree_timeline.png)*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.

Well, as I remmember in base description - hyperion is early game. But, well, I guess it's much more better, if placed in mid game. As well, If needed, modifications toward intel can be done, attaching some alien tech (alien materials for sure, as it's armored craft). And you just remainded me one thing. I wanted to make much more beatifull version of heracles craft, as this one - is... you get it. Don't worry, model making is easy and fast, so tommor you'll se my concept of such craft. As well, I took some 30 min on sniper rifle model.
It should be put in another topic, when I'll add assault rifle, machine gun and smg updated versions.
And I'll finish crashed one by any moment.
Title: Re: Dropship/Fighter Contribution
Post by: geever on October 08, 2012, 08:52:55 pm
In the *spoiler*tech tree outline (http://ufoai.org/wiki/images/Techtree_timeline.png)*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.

That techtree is wrong. Our design article of Hyperion (http://ufoai.org/wiki/index.php/Aircraft/Hyperion-class_Armed_Dropship) says:
Quote
This craft becomes available in the early game, after research. It is entirely human-tech based.

-geever
Title: Re: Dropship/Fighter Contribution
Post by: Nutter on October 08, 2012, 10:10:44 pm
In the *spoiler*tech tree outline (http://ufoai.org/wiki/images/Techtree_timeline.png)*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.

From what I remember, the first paragraph of the nanocomposite armour completion message says they figured out how to mass produce carbon nanotubes. More or less.
But I'm not sure if that one requires alien materials in 2.4 or not. Completely clueless regarding .5.
Title: Re: Dropship/Fighter Contribution
Post by: Anderty on October 08, 2012, 11:40:50 pm
So, do I need write correct data, or should do it someone else (more knowledgeable)?
Title: Re: Dropship/Fighter Contribution
Post by: H-Hour on October 08, 2012, 11:47:55 pm
That techtree is wrong. Our design article of Hyperion (http://ufoai.org/wiki/index.php/Aircraft/Hyperion-class_Armed_Dropship) says:
Currently, plans for the campaign do not stick to that design article (which was written in February 2009). Please feel free to discuss the revised tech tree on the campaign staging wiki page (http://ufoai.org/wiki/index.php/Proposals/Campaign_Staging). That's why I put it there.

So, do I need write correct data, or should do it someone else (more knowledgeable)?

No, don't worry about it. We will work it out when the time comes to integrate it (aside from the model, we will also need to integrate it into the maps before we can activate it). When we compile research texts, we'll use what we can from your tech ideas depending on how we decide on it's timing and placement.
Title: Re: Dropship/Fighter Contribution
Post by: p0ss on April 10, 2015, 01:39:27 am
I've been playing around with this model, adding additional texture maps to it.   

I altered the diff map into a 2048x2048 master, then made a spec map and glow map based off that.  I also did up a hi poly model to render into a normal map,

Here is an image showing the versions, current version on the left, 700k poly version on the right and low poly with new maps in the middle.

(http://i.imgur.com/pYFMtsy.jpg)


The problem is that there are irregularities in the normal map, and i think it is because i fudged the hi poly model. From what i can tell the algorithm isn't handling the sharp edges well, and I think its because i should have applied sharp modifiers before doing the subdivide.   To fix this i'd have to redo the hi poly model from scratch, which is rather disheartening as it took a long time.  Its a learning process as always, but i think i might leave this one at the current point for a bit. I've uploaded the files here if anyone feels like looking over it, maybe some of it is useful.

 
https://drive.google.com/file/d/0B1TGXjhXeLFfdHJVU05wWVJRUzg/view?usp=sharing
Title: Re: Dropship/Fighter Contribution
Post by: Sandro on April 14, 2015, 01:19:09 am
Here is an image showing the versions, current version on the left, 700k poly version on the right and low poly with new maps in the middle.
(http://i.imgur.com/pYFMtsy.jpg)

Niiice!!!
But, for  realism, it could be better to increase the stab area to keep the 1:5 rule.