PROYECT SLAVA CLASS CRUISER AI for FSX/P3D

low-poly Slava

https://drive.google.com/open?id=0Bymd7iALx2FoeHpIS0JKYjVCNDQ

Previous file superseded. Current state SKUP file, found and fixed the fumduckers, straightened out some mapping, mast, rads, hangar ready for animating.
Low-poly Slava, alpha state- haven't got to animating the hangar and whatnot, just the main rads. Pad only, haven't put in the ramp and hangar floor, the Slava's have one of those inconvenient half-deck hangars... Basic textures, specs and nightmaps thrown at it. Updating the Kirov and Udaloy next,. then I'll try out Cimogt's animation code and gauge. Thanks for the kick in the butt!
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https://drive.google.com/open?id=0Bymd7iALx2FoeHpIS0JKYjVCNDQ

Previous file superseded. Current state SKUP file, found and fixed the fumduckers, straightened out some mapping, mast, rads, hangar ready for animating.
Low-poly Slava, alpha state- haven't got to animating the hangar and whatnot, just the main rads. Pad only, haven't put in the ramp and hangar floor, the Slava's have one of those inconvenient half-deck hangars... Basic textures, specs and nightmaps thrown at it. Updating the Kirov and Udaloy next,. then I'll try out Cimogt's animation code and gauge. Thanks for the kick in the butt!
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Good work, now i working with the animation of the hangar doors in the kirov
 
Right on! Started into Kirov-He's( russian ships are 'He's' ) The usual clean out junk, full hull, the bull nose dome 'cause I was feeling frisky, started texturing.
Cimogt, on the Slava's helideck, forward left cropped corner, there is a line where I removed the old nets. I forgot that surplus line, and didn't texture the material. Just erase that line in the SKUP file, the texturing will snap into place.
Should have mentioned, all the textures on the model are projected, too. when you add a part, open the ship main group active, go to the paint window, and mouse the little eye dropper icon. You will get a little eye eyedropper icon for a cursor. Take that over to the area beside your new part, right click it on the texture to sample it. The cursor will change to the paint can icon, and paint window will change to the active texture you just sampled. Make sure your new part is then opened active, paint it. The part is then mapped. Easy as pie, or whatever baked good simile you like...
Don't paint with texture smoothing on, that way the back face won't paint. You'll note the bright green back faces, this is so I can remove that material in MCX, chopping the poly count down.
 
Slava - modeling

Hi,
I'm a little confused.
I understand about stream lining the original Slava model but with the "low poly"
model there are missing objects. The anchor gear, modeling on the missle tubes, hatches,
life rings, deck bitts. Or like the vertical missle hatches, not as smoothly modeled. I understand these
all increase the resource use but they add character to the ship.

tc
 
Alpha state- still in progress. It's growing more greeblies as it goes along. Looks like you'll have a choice between high detail, resource intensive and lower poly, less intensive CPU usage. Boats and whatnot, as far as I'm concerned, are an adjunct. I like to run large formations on a budget box, ergo: lower poly, lower detail models. You can always take these things in hand and 'go nuts' yourself- sketchup is very user friendly, as is MCX; both are fantastically powerful tools. Short form, it's my navy, my time. I'll try my level best to improve the 'product' as I become a bit more proficient.
I am also a terribly lazy modeller. I'll grab some photo's and drawings off the interweb and I eye ball it, draw it freehand. If it looks close, and scales out in the ball park, I'm happy. If I can use an extant freeware mesh as a base, great! I get the things I want in sim, fast. Pure selfishness on my part. That it percolates out as freeware is more selfishness- free file storage for me, and it may attract people who will part with a few sheckles to keep the sites up and going- more selfishness, or at least enlightened self-interest.
 
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