This ship was sent to the scrapheap because I've decided on a new type of architecture style for which to base my designs.
I've salvaged ~40% of the front of Dragonclaw and have heavily modified it for a new ship designated Dragonstar. The curves have gone and the entire ship now uses one type of architecture.
Dragonclaw II will begin construction in 2010. Here's what the original looked like:
img]http://www.mk.darkstargamers.com/images ... nclaw1.jpg[/img]
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Premise of ship function and use will follow in my next post.
[3d Renders] Dragonclaw - Obsolete
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[3d Renders] Dragonclaw - Obsolete
Last edited by Winter Dragon on Mon, 14. Sep 09, 23:20, edited 3 times in total.
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Nice work
Any thoughts about making it available in X3TC?
The Launchbays can't be animated and turrets have to be changed (like i said in your turrethread) but apart from that - why not?
Looks a bit like ATF (apart from the engine wich is 1000times better then ATFengines)

Any thoughts about making it available in X3TC?
The Launchbays can't be animated and turrets have to be changed (like i said in your turrethread) but apart from that - why not?
Looks a bit like ATF (apart from the engine wich is 1000times better then ATFengines)
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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Thankyou,
It's mostly grey because skylights don't render specularity or bump maps, both of which are in the material and handled differently in the game engine. You would see varying brightnesses on different panels which you can't see in the renders, for example.
Even so it is rather plain in color isn't it, I might see if I can add some stripes or something to make the flat surfaces more interesting. I don't see this going in the game for some time as I have a lot of other projects I need to finish. If it ever gets into the game I'll let you know.
It's mostly grey because skylights don't render specularity or bump maps, both of which are in the material and handled differently in the game engine. You would see varying brightnesses on different panels which you can't see in the renders, for example.
Even so it is rather plain in color isn't it, I might see if I can add some stripes or something to make the flat surfaces more interesting. I don't see this going in the game for some time as I have a lot of other projects I need to finish. If it ever gets into the game I'll let you know.

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It's not as hard to implement ships as modeling&texturing them... imo.Winter Dragon wrote:I don't see this going in the game for some time as I have a lot of other projects I need to finish. If it ever gets into the game I'll let you know.
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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