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[FAQ
Forum Index » » Fan Art » » K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
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 Author K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2010-07-27 23:21   
The Carapace cruiser would be boss as the model for the scarab.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-27 23:32   

I just updated the Pincer again.

Some minor thingies, like the position of the longitudinal spines and textures. Pls refer back a couple of posts. It does make a small diff.... more aggressive.

Till then, here's a small parting pic.


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Fatal Perihelion
Chief Marshal
Fatal Squadron


Joined: April 15, 2010
Posts: 308
Posted: 2010-07-27 23:41   

Wow the "Pincer" looks scary, kind of arachnoid!
With the shown scale it looks
like a link between Dreadnoght and Station:
Ultimate Disruptor power in one direction at the cost of
mobility.


[ This Message was edited by: Perihelion on 2010-07-27 23:57 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-28 00:08   
Quote:

On 2010-07-27 23:41, Perihelion wrote:

Wow the "Pincer" looks scary, kind of arachnoid!
With the shown scale it looks
like a link between Dreadnoght and Station:
Ultimate Disruptor power in one direction at the cost of
mobility.





It's still a dread actually. A station would be more massive.... perhaps 5 times more.

The Pincer is shorter than the standard dreads, but wider. Overall it would appear to have more mass, but only the main hull has volume, while the arms are still quite thin actually.




I'm thinking of some destroyers and station classes for ICC and K'luth.

I dunno abt UGTO, I think LoA's got that covered. His designs are awesome. If I tried anything there, it'll probably be influenced heavily by his because LOL I can't get that Executor and Harbinger off my mind. Makes me wanna play Uggies on Scen when it gets implemented.




[ This Message was edited by: Kenny_Naboo on 2010-07-28 00:12 ]
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Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2010-07-28 01:30   
Are these ships going to be adopted into the game at all? I mean seriously? Has a dev approached you and said "We would like to aquire the data files for these ships to add them to the game."? Is anything like that in the works?

Because they look great. They look fantastic, better than half the current ships in the game. However, if they are never gonna be added into the game, then there is nothing to discuss in terms of size, armament, speed, function, etc of these ships.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-07-28 03:46   
I can't speak for my more ship-focused fellow devs (ie, those I'd expect to be adding new ships), but I say we're interested in any models. Well, any that don't suck, which I think these qualify as.

I feel like the "kraken" is a bit plain, but there's no reason not to put them in for some variety. I mean.. as long as they're better than the guppy, they're good to go in my opinion.

Do you have the model files posted somewhere? If not, can you post them or email them in?

Of course, all models become property of palestar, you renounce rights to remuneration or ownership, etc etc. We'll give a credit in the Manual though, if that's anything.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-28 05:41   
Hiya Shig,

I still got a bit of refining on these ships. Prolly one more version each, then I'll post 'em out and put the files for your upload.

And yeah, I know once I sign them off, it's all yours. I've no problems about that anyway.


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2010-07-28 09:54   
that pincer model is wicked!

gave me goosebumps
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-29 21:06   
The program is weirding me out. I dunno if the poly count is actually accurate.

It's 2276 one moment....
Then when I select everything and edit mesh, it jumps to 3800
Back to Poly select, goes to 1916, then 2276....


What gives?......

If it's way high, then I'm gonna have to redo a lot of parts


Anyway, updated the previous pics and at page one.
I've thickened the top and lower scythes a bit more.



[ This Message was edited by: Kenny_Naboo on 2010-07-29 21:08 ]
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-07-29 22:54   
Only thing I might possibly recommend is that the scythes point more outward and forward and less inward and curled in toward the ship, as if their tips were built to point at a target in front of the ship. They would become straighter and less curled as a result

I think if you did that it would look less awkward if those tips got disruptor hardpoints. Picture disruptors firing forward from the tips of the scythes and you might be able to see what I'm talking about.

(I'm not criticizing whatsoever, it's still the best looking ship DS would have).

[ This Message was edited by: MrSparkle on 2010-07-29 22:56 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-03 04:12   

Manticore, destroyer

I've been having these ideas of a ship with a huge mouth or maw for a little while now. Something that looked like it would bite off a huge chunk of something. I looked at burrowing insects and got the idea for the Manticore destroyer.

Based around an odd number of forward facing spikes or hardpoints. 3 at the maw and 4 extending from the scythe like arms, and supplemented by the scaly fins that protruded along the axis.








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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-08-03 05:08   
So when are you going to declare any of these "done" and let us import them? I'm happy to receive the files - we need .fbx for importation.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-03 05:18   
Quote:

On 2010-08-03 05:08, Shigernafy wrote:
So when are you going to declare any of these "done" and let us import them? I'm happy to receive the files - we need .fbx for importation.




Shig,

Sure. I'll put up the Manticore and Carapace first.
I'm tweaking the Pincer for poly counts and the Kraken for a wee bit more detail. Will upload to Sendspace or something like that in the next 24 hours or so.


But first.... just to check, as I'm still not an expert in this thing...

Will the FBX format include the textures and stuff?

'Cos the 3DS format is godawfully messy. The 3DS file still has to have the PNG and JPG textures in their original folder locations... otherwise the model will just be a blank, monochrome buncha polygons.





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Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2010-08-03 05:48   
I like the front section of the pincer.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-08-03 06:06   
Quote:

On 2010-08-03 05:18, Kenny_Naboo wrote:
Quote:

On 2010-08-03 05:08, Shigernafy wrote:
So when are you going to declare any of these "done" and let us import them? I'm happy to receive the files - we need .fbx for importation.




Shig,

Sure. I'll put up the Manticore and Carapace first.
I'm tweaking the Pincer for poly counts and the Kraken for a wee bit more detail. Will upload to Sendspace or something like that in the next 24 hours or so.


But first.... just to check, as I'm still not an expert in this thing...

Will the FBX format include the textures and stuff?

'Cos the 3DS format is godawfully messy. The 3DS file still has to have the PNG and JPG textures in their original folder locations... otherwise the model will just be a blank, monochrome buncha polygons.







There is an option in 3dsmax that will pack the textures and materials into the scene file (FBX)

This option is called "-Embed media"

Enable it and it will export everything into one FBX scene which can be imported by the DarkSpace Resourcer.

You will know it worked when the filesize increases a whole bunch
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