Pimp My Ride (X-Universe) - therjw's ride

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Avis
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Pimp My Ride (X-Universe) - therjw's ride

Post by Avis »

therjw, is a guy with a ride problem, Vis to the A isn't refering exclusively to his starship either, this kid is into 'FACTs' to most thats a sexually transmited desies.

Anyway back to his ride,, strapped together from MS paint, this bird was never going to be making any last heroic stands, not for style not for streetcred and certainly not for the earth in the face of the inpending terraformer onslaught..

.. but thats about to change, I'm Vis to the A 'Avis' and what he doesn't know is I'm about to pimp his ride..

[ external image ]
click to enlarge

So you wanna be a player?
But your Lasers don't fry?
Just hit us up
To get a Pimped out ride..
You gotta pimp my riiiiiiiiiiiiiiiiide
Damn Right!

[Fast Forward hysterical nonsence]

You had zero anti aliasing going on there dawg, let alone any sign of specular or even basic bump mapping, we at Imperial Customs have worked to fix that,, check your new ride!!

[ external image ]
click to enlarge

This latest addition to the earth defenders,, is the latest, erm Corvette with extra plush interior, unfortunately lacking major firepower, a FACT inherited from it's passenger liner origins where it transported caboray and other leasure entertainers from outpost to outpost.
Now combine that with the lastest in Mars industries flux fussion powercores you have one of the fastest M6 class vessels on the line.
all those robotic freaks will see is the ever distant glow of your chrome trimmed thruster ports,, oooooweeeee..

as always low poly for animation purposes.


If you want your ride pimping check the requirements in this thread and post there thanks
Merroc
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Re: Pimp My Ride (X-Universe) - therjw's ride

Post by Merroc »

Avis wrote:You had zero anti aliasing going on there dawg, let alone any sign of specular or even basic bump mapping
:rofl:

Nice one Avis! :thumb_up: one of these days im going to make you an even worse 'anti aliased' ship that this ;) (what lego bricks can do :P)
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MGA
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Post by MGA »

Fantastic. I can't wait to read what therjw thinks.
A new rig is in my hands now if only there was time...
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therjw
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Post by therjw »

Nice one Avis your da man that one sweet ride I cant wait to take out for a drive I'll be able the blast past the blockade runs and win da races with this :D



All Hail Emp Avis the hippest/best emperor in town!
KiwiNZ
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Post by KiwiNZ »

nice one indeed! :thumb_up:
xeon_1
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Post by xeon_1 »

the weapons problem could by ealsy fixed just place 4 turret evenly over the ring that way they can all fire in any direction and also be able to assit the main guns if nessecary
Galaxy613
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Post by Galaxy613 »

Avis, what do you mean "as always low poly for animation purposes."? I thought it didn't matter the poly when you animate, and these ships don't look like they'll be animated much at all.
:?
10,000 Lightyears of awesomeness
Avis
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Post by Avis »

Galaxy613 wrote:Avis, what do you mean "as always low poly for animation purposes."? I thought it didn't matter the poly when you animate, and these ships don't look like they'll be animated much at all.
:?
I mean I kept the polygons to a minimum because as soon as lets say 20 of these ships alongside 50 other assorted ships hit the render engine every wasted polygon adds valuable seconds to the time to render a frame. for instance I have a fighter I wan't to use which is 250,000 polys, to render it on a blank background takes upward of 10 minutes (with raytraced shadows etc for ONE frame) BUT if I model it like I have all my pimp my ride ships I could render each frame within 15 seconds, 30 tops with other stuff in scene.
25 frames per second = quickly mounts up instead of hours I'll be waiting days.

so lower polycount is ALLWAYS good as far as animation is concerned.
does that help? :-)

quote - 'and these ships don't look like they'll be animated much at all.'
not sure what you mean by that? :gruebel:
xeon_1
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Post by xeon_1 »

i think he means the ship's themself's that the would be just static object running true a script

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