Sentri (Babylon 5)

The_Coyote

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Sentri Fighter from the Centauri Republik

http://en.wikipedia.org/wiki/Sentri_medium_fighter
http://www.b5tech.com/centauri/centauriships/centaurifighters/sentri.html

the model has 1262 vertices and 934 triangles (i´m a bit surprised, i know the numbers in Blender and Nifviewer are not the same, but from 494 vertices in Blender to 1262 in Nifskope is a new record :confused:)

the model has one 256 skin (one with and one without teamcolour included).

scale for picture was 0.65

uses fighter animation

this time no starfighter nif (was too lazy)

added to db: http://forums.civfanatics.com/downloads.php?do=file&id=9163

Ciao
The_Coyote
 

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thanks all!

no stargate stuff from me in near future, perhaps let us made models for one mod and than start the next (and think, only the B5 mod still needs around 50 models and there is also the MoO Mod, so i only can hope to win in a lottery and/or be ready before civ 8 is out ;))

@ dutchking
so far all skins are handmade by me (only the american rondel from the Corsair and the Crusader were from wikipedia), but in most cases i try to be close to a reference. I´m not 100% satisfied with the metal plate look here, but thinks in game it still looks good (and when somebody makes a FF Fighter nif it will be hard to see)

Ciao
The_Coyote
 
Very nice skin :goodjob:
You seem to have used the same plating on all B5 fighters so far and my impression is the darker the skin,
the better this plating works..
..while looking a little odd on the starfury its perfect here.
Gotta finish another weird 50s plane (and figure out how to do teamcolor)
and i might give you a hand with all those B5 ships.. :)
 
thanks, it´s the same method (using a soft black and white brush) i try, but the first time i tried to paint and not model it was on the Starfury (and now i try to train my skills).

http://forums.civfanatics.com/showthread.php?t=245363 is a good tutorial from Refar considering teamcolour, for the case you haven´t found it so far ;)

Edit: and thanks for the offer, i´m sure some guys in the B5 thread will be really lucky reading this
 
...and i might give you a hand with all those B5 ships.. :)

That would be awesome Saschkin!, whenever you want come around and have a few :beer: with us!.

BTW, the new version with the Sentri is up!
 
@ dutchking
so far all skins are handmade by me (only the american rondel from the Corsair and the Crusader were from wikipedia), but in most cases i try to be close to a reference. I´m not 100% satisfied with the metal plate look here, but thinks in game it still looks good (and when somebody makes a FF Fighter nif it will be hard to see)
Was just curious. ;)

So what-exactly is your method?

I get a bump map (diagram) from www.airwar.ru (sorry that its in russian, but I don't speak it and get along fine :p) then get that prepared to match my UV. I paint on basic colors, use lots of adjustments etc. Put on details then add dirt, scratches, etc. Then I do more model work with shaders and all that jazz and voila.
 
my working method a little bit different ;)

i use the blueprint primary for making the model, than try to imagine how it shall look and made my UVunwrap, make the important parts bigger and the "unimportant" smaller (for example, the upper side of the wing is here much bigger then the down side). than i export the UVmap. When i make a plane, i use the blueprint as reference to paint the important bump parts in paint.net (mainly because my abilities to draw a straigt line are lets say :lol:) on a new layer on the exportet UVmap, but only save the bump details layer. The exportet UVmap get transpency in gimp and is the top layer in the working process,

from now on we start working similar, paint the main colours (i use a new layer for every new colour, so i often end with 5 layers for one main colour, ground colour and to make the colour a little bit natural i soft brush with minor different colours (darker and brighter)) and control the result in blender. And than the details, shadows, the painted bump, dirt, etc. Before saving as dds i delete the UVmap.

If i could make you a suggestion, i have the impression that sometimes your bump maps are resized to your working resolution and look a little overstreched (for me :crazyeye:), Why not resize the bump, paint it, delete the resized version, shrink the picture to the native size of your bump, add the unresized bump as layer and than save your dds?

btw: here is the sentri4.xcf (gimp) file, sometimes a picture says more than 1000 words...

http://rapidshare.com/files/107529188/sentri4.zip.html
 
If i could make you a suggestion, i have the impression that sometimes your bump maps are resized to your working resolution and look a little overstreched (for me :crazyeye:), Why not resize the bump, paint it, delete the resized version, shrink the picture to the native size of your bump, add the unresized bump as layer and than save your dds?
My bump maps are damn huge. :p I find and download them at gigantic resolutions because they're the only half decent quality I can get. If I resize them too much (as in 2048 to 512) it loses all the detail. I don't quite understand what you mean by "overstretched", they've been shrunken a lot from their original state.
 
by some of your models (not all) the lines in your bump are to mighty (too thick). I thought the reason was a resized plan (and made him to big for the quality level, that was what i meant with overstreched).

Ciao
 
Look, Coyote. I don't know if you're trying to give me "constructive criticism", but I don't think telling me that a few models from the first week of my making units had thick lines is useful or intelligent. I've been as nice as possible, and to be quite honest I'm very much annoyed right now. I'm perfectly well aware that my bump maps from the IL-4 (and nothing else I can find) are thick, it was my second ever model, I don't need someone 3 months later to tell me. Its not your place and I'd take it as quite rude that you'd feel it is.
 
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