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Re: *DECLOAKING*

Posted: Tue Jun 13, 2017 1:52 pm
by The Saxman
Done some work on the E-wing. Render comes from Blender, so please ignore the grainy spots, I'm still playing with the Sampling settings to get a clean image.
tavern_upload_large[1].png
The fuselage has been beveled and face weighted. Rather than UV mapping, I'm using materials and decals for the markings. This keeps everything nice and sharp even very close up, and the text is completely legible (if you can read Aurabesh) and is much faster than UV mapping (even accounting for the learning curve for DECALMachine).

True story: The squadron ID stripe wrapping around the nose was entirely accidental, and an artifact of how DECALMachine projects the decals. But I like how it looks so much I decided to keep it, rather than fix it.

Re: *DECLOAKING*

Posted: Wed Jun 14, 2017 2:48 am
by Marcos_Edson
Wonderful ship! I would love to see it in the big screen...

Re: *DECLOAKING*

Posted: Fri Jun 30, 2017 3:43 am
by The Saxman
Panels and playing with materials. VERY hi-res image.
HiRes4[1].png

Re: *DECLOAKING*

Posted: Fri Aug 11, 2017 2:05 am
by The Saxman
HiRes3[1].png

Re: *DECLOAKING*

Posted: Fri Aug 11, 2017 7:37 am
by Vince T
So I take it you've given up on texturing and do everything in geometry now :D

Looks absolutely stunning!

Re: *DECLOAKING*

Posted: Fri Aug 11, 2017 11:30 am
by The Saxman
Decals (the engine can ribbing, shield grid, and panel lines are all decals) and geometry. But fighter models in Star Citizen averaging a couple hundred thousand polys gives a bit more to work with. :-D

Re: *DECLOAKING*

Posted: Tue Aug 15, 2017 1:34 pm
by Tuskin
Ohh, I like the nav lights on the wings.

Re: *DECLOAKING*

Posted: Wed Aug 23, 2017 2:59 am
by The Saxman
This is aiming to be one of the most accurate X-wing models ever put into a computer game. I've even incorporated this little feature:
SFoilPlates[1].PNG
The only thing I know about those hinged plates between the foils is that they're present on the effects models for Reds Two and Five for certain, and may be on all of them. It's not clear what exactly they're meant to be, but my guess is either part of the actuator, or some sort of armored plate to protect the internal mechanism.

Whatever they are, you almost never see them on model kits or in video games.

Re: *DECLOAKING*

Posted: Wed Aug 23, 2017 6:58 pm
by The Saxman
RearView[1].png
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Thumbnailed for ease of viewing! Engines lit and S-foils locked for attack (took this before modeling and rigging the cover plates). Click for the big pic.

Re: *DECLOAKING*

Posted: Wed Aug 23, 2017 10:02 pm
by Vince T
Needs more dirt!

Other than that it's absolutely stunning. It's pics like this that get me to think about going back and reworking some of my older models!

Re: *DECLOAKING*

Posted: Wed Aug 23, 2017 10:26 pm
by The Saxman
I haven't figured the dirt part out yet. Star Citizen will be using some sort of procedural weathering, and I'm not entirely certain how that's going to work, or how to set it up in Blender.

Re: *DECLOAKING*

Posted: Wed Sep 06, 2017 10:44 pm
by Atx
Beautiful as always Saxman :)

Re: *DECLOAKING*

Posted: Mon Sep 11, 2017 4:03 pm
by WarHawkster
A shame Star Citizen will never ever be released as promised, let alone moddable.