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Everything posted by Julhelm
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Posted HMS Hood.
Julhelm replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Agree on the tripod masts (though they are nothing compared to the drill-tower monstrosities of US standard battleships) but I also think the bridge is more of a mess than it has to be. And the lack of radars. -
Posted HMS Hood.
Julhelm replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I was modelling the Hood myself this very week. Oh the coincidence. Having done the Scharnhorst just before, the Hood doesn't strike me as a good-looking ship. Its pre-Jutland design roots just show a little too much. -
Memphis Belle as directed by Michael Bay.
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Strike Fighters 2 Screenshots
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Congratulations on getting married!
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Converting the lines to polys is very simple. If you select your line, there's a checkbox under 'rendering' for 'enable in viewport'. Then just input # of sides and interpolation and convert to editable poly. I put together a little breakdown using this Kresta cruiser that I modelled. It's for iOS so it had to be optimized yet detailed (it's 4000 tris). I made this using what I learned from doing all the ships for Pacific Fleet. Generally what's important is indentifying signature details early, and identify sections of less importance that can reuse other parts of the ship. This can even be done with ambient occlusion providing you plan your AO bake beforehand. It then no longer becomes necessary to have everything uniquely mapped since you can focus on mapping the important parts and then reuse parts of the texture for subsequent details. I also mirror all of my superstructures. It only needs to look right, so if you can cut corners do so. The benefit to doing all of this is that it significantly reduces the turnaround for a ship, which was important to me (because I had to make so many of them in addition to islands, particle fx, shaders, GUI etc). So keep things as modular as possible, and reuse as much as possible. About the only thing that really needs to be all properly baked AO is the deck and even then you can reuse stuff for small platforms etc.
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I find it easier to start with a box for the hull and simply add vertical segments where I need them. It just gives more control initially when you are still blocking out the rough shape since you don't need to move a lot of verts around. I also generally place my reference planes well offset to below/to the side of the model so I can have it clean. It is possible to autokey the material opacity so you can control it using the time slider, which is more convenient than going into the material editor. Finally for the masts and rigging I find it much simpler and less frustrating to use the line tool to simply draw my masts, then convert them into polys when I'm happy with them. If you allow me to, I can post up some pics showing my workflow for unwrapping and texturing complex ships.
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I guess that leaves the russians as the only ones wearing manly hats.
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If it's equivalent to iPad 2 / Mini it'd probably work once we port it.
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What is a nook?
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What If Screenshot Thread.......
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
It needs someone to make a proper flightmodel for it and the cockpit needs to be finished. -
Yep. Should be done within a couple of months.
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What If Screenshot Thread.......
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Can you make my ATF in that maple leaf scheme? -
Obviously if your hands are obscuring the gameplay then that's down to poor GUI design. We try to design ours so that you only ever need to tap/drag around the edges of the screen.
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No, well-suited as in well-suited. Touch interfaces can be made much more intuitive and userfriendly than using a mouse. And expectations are lower. It is rather difficult for a two-man team to develop a competitive sim on the PC without publisher funding,
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It's great to see the game is getting well-recieved so far. We really want to make another game for the tablets since we feel the platform is well suited to more complex sim and strategy games.
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Pacific Fleet 2.0 is a 3D turnbased naval combat game for iPhone and iPad You can battle away in glorious 3D with battleships, divebombers, submarines, bombard islands with battleships and perform daring torpedo strikes on the enemy as both USN and IJN in single player campaigns , custom battle generator and hotseat multiplayer if you have a friend. It's part strategy, part artillery game! Screenshots below:
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I'm betting on 777 myself.