NV Intrepid

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NV Intrepid

Post by thunderchero »

Benman2785 wrote: Sun Aug 20, 2023 12:48 pm will test the old orginal 512x512 texture of NX Class too ;)
sad thing is I also have 3ds of most models from when I did mpr++
aam_hh4-Intreped-284.536.zip
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Re: NV Intrepid

Post by Benman2785 »

thank you :)
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Re: NV Intrepid

Post by thunderchero »

Lets see how much you drool....
nx.jpg
nx.jpg (209.91 KiB) Viewed 2338 times
nx1.jpg
nx1.jpg (230.59 KiB) Viewed 2338 times
1400 poly (5 1024 x 1024 textures)

edit; just on a side note, I also have a folder named "models for conversion" the folder is 33 GB. just that folder has 5351 models mostly in MOD format format for sfcIII

but that is part of main folder "models" with 20 GB more with misc ship files.
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Re: NV Intrepid

Post by Benman2785 »

awesome could you create a hob from that?

i struggle with seperation of intrepid // because the model you provided has to much poly to create a hob when seperated
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Re: NV Intrepid

Post by thunderchero »

Benman2785 wrote: Mon Aug 21, 2023 3:42 pm i struggle with seperation of intrepid // because the model you provided has to much poly to create a hob when seperated
that model has polygons that overlap, when converted with bsp partial polygons will flicker when viewed at many angles

other model was worse and would require 12 hours work at least, but re-mapping those textures would be worth the effort. :wink:

as for intrepid model the pylons and wing extend into the nacells and hull
nacells.jpg
nacells.jpg (194.71 KiB) Viewed 2297 times


this is the issue, but easy to fix. took a couple hours to connect vertexes and re-map. I going to try to do a "separate by face" tutorial with this model.

note; connecting vertexes increased model by 42 polygons.
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Re: NV Intrepid

Post by Benman2785 »

tutorial would be nice - as my knowledge is quiet limited ;)
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Re: NV Intrepid

Post by thunderchero »

re-texture is taking longer than I expected, but I did add the deflector dish :cool:
retex.jpg
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as for I am having issue setting a mic for video :???:
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Re: NV Intrepid

Post by Benman2785 »

looks awesome!
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Re: NV Intrepid

Post by thunderchero »

here is re-texture
retex2.jpg
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It is sad how much is lost converting to gif
bmp 512x512 (I have better 1024x1024)
map1.bmp
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after converted to gif
map1.gif
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Re: NV Intrepid

Post by Benman2785 »

pretty good - now we need a hob ;)

the ship is 187m long - so a scale in flt of 10 and a scale of 18,7 while converting to hob should give good size results
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Re: NV Intrepid

Post by thunderchero »

Benman2785 wrote: Tue Aug 22, 2023 5:16 pm now we need a hob ;)

the ship is 187m long - so a scale in flt of 10 and a scale of 18,7 while converting to hob should give good size results
I have already done a test separation without any issues.

I am starting to think it might look better more gray than "dirty"
gray.jpg
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Re: NV Intrepid

Post by Benman2785 »

i prefer grey too ;)
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Re: NV Intrepid

Post by thunderchero »

I am never happy with models, (this is why I don't do them very often any more)

I had to re-do the necells again for the lighting of necells

just as a comparison of polygons

original un-edited model (from 3ds) was 1038 polygons (3114 vertex)

I am hoping my final (current) model will be 1184 polygons (3552 vertex)

note; adding deflector was 88 poly of the 146 additional polygons I added.
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Re: NV Intrepid

Post by Benman2785 »

i know that feeling - i even enhanced D'Kyr, Sh'Raan and Ni'Var model again - now with correct size - and did several tries with texture. but thats why its a hobby and not paid work - here the only limit is our own perfection :)

will you provide 3ds or hob? - because my hob/flt has bsp issues xD
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Re: NV Intrepid

Post by thunderchero »

Benman2785 wrote: Wed Aug 23, 2023 3:35 pm will you provide 3ds or hob? - because my hob/flt has bsp issues xD
yes when I get files created, but same as you I am still above vertex limit after separation. :mad:

EDIT;
here is a quick shippack but I am not happy with separation still flashes a lot in necells
intrepid.zip
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test.jpg
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