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Who will make this fly? Naboo N1 Starfighter.
Posted: Wed Apr 13, 2005 3:43 pm
by Tex
Browsing the web in search of some nice images/models to aid me in moddelling I found
http://scifi3d.theforce.net/details.asp ... 30&key=528
This awsome model is in .XSI format both as high and low poly. The low polygon version will do fine as you can see below.
Now only one question remains:
Who will make it fly?

RE: Who will make this fly? Naboo N1 Starfighter.
Posted: Wed Apr 13, 2005 3:57 pm
by ShadowMarth03
Wow.. Nice. I think astute was looking for a Naboo Starfighter model.
Posted: Wed Apr 13, 2005 3:58 pm
by Tex
Well... now we've got it.
And there are plenty more models (vehicles, characters, scenery, etc) to be found on
http://scifi3d.theforce.net/
RE: Who will make this fly? Naboo N1 Starfighter.
Posted: Wed Apr 13, 2005 4:01 pm
by CGArtist
I know a few of the guys over at Scifi3D, and I can already see a few problems with the idea... there is no way to add the credits in a form acceptable to the author as stated in the Scifi3D terms of use, so you would have to get author's permission directly. Second of all, there is a HUGE difference between CG Rendering low poly, and game engine low poly. As a general rule, vehicles need to be below two thousand polygons. I can't be for sure, but that looks like a whole lot more than two thousand polygons.
RE: Who will make this fly? Naboo N1 Starfighter.
Posted: Wed Apr 13, 2005 5:23 pm
by ShadowHawk
I have to agree with cg, although tell me if I'm wrong. My FC1A was 2100 polys before I sacrificed about 100 just to get it to fit right in the limits, and it's the size of a head. Yes mine has three domes, but to be honest, I can see 11 separate curvatures in the model, which would bring the poly count high. There are ways to reduce the polys, but it will be at the sacrifice of smoothness.
Posted: Wed Apr 13, 2005 5:43 pm
by Tex
That's why I already sugested the low poly model. The high poly model will be far too big.
Posted: Wed Apr 13, 2005 5:53 pm
by CGArtist
The lowpoly will be far to big. I work in heavy polygon animations all the time, and that is what the models at Scifi3D are designed for... as I said, lowpoly has a completely different definition in industry graphics then it does in game engines. Believe me, I know what I am talking about. In fact, I doubt there are two models on the whole site which MIGHT work.
Posted: Wed Apr 13, 2005 6:48 pm
by Tex
If that's the case I'll try to use the model as a guide to build an even lower poly model. And that will also solve the issue of possible rights on the model. I won't copy or edit the model, just use it as a reference for the dimensions.
Posted: Wed Apr 13, 2005 8:01 pm
by ShadowHawk
should work. at least you have something you can see at all angles. As CG stated, there is a difference between the low polys in game and cg design. my low poly republic raider I'm working on is only 20,000 polygons. For me to get it to work in the game, I would have to reduce it by 18000 polys. This model would be considered high poly in the gaming industry. If you can remake the fighter to fit the 2000 poly limit, then it would be great to have it in the game. but I think someone is way ahead of you in that dept.
Posted: Thu Apr 14, 2005 2:25 pm
by CGArtist
Incidently, I have been using that model for some time now in my images and animations, and I thought I'd show you it's intended use:
Click here.
Posted: Thu Apr 14, 2005 3:37 pm
by ShadowMarth03
Wow, that's good. Hello new background.
Posted: Fri Apr 15, 2005 11:12 am
by imp_strikeforce
looks like a bf1942 setting, except with NSF's instead of P-51's

lol