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Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.

Description

Had a bit more of free time and did the R-505U. It's a bit fatter than the AC3 model, which was a consequence of using some less accurate blueprints, but alas... Install it to the "Bomber" folder.

Preview
R-505U (AI)
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TheRibbonRed
TheRibbonRed - - 26 comments

Time to recreate that mission.

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Keksz
Keksz - - 1,799 comments

Model could have used a bit more polys even if it is just a NPC... but hey it's nice anyways :)

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Xpand122 Author
Xpand122 - - 70 comments

Meh, there really isn't a need to overload the game with something that you won't even see from less than 20 meters away during gameplay.
But out of curiosity, which area are you referring to? The nose and tail of the original model and all references is literally a cone. I added some curvature to them so it wouldn't go from cylinder straight to a cone.

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Keksz
Keksz - - 1,799 comments

Yeah I know what you mean but sometimes you want to show these things in like...cutscenes? The price isn't high for a few more polys. Machines are capable of a whole LOT more polygons today.

I mean the area of the engines and the lower body and the lower tail section. It looks like unsmoothed objects with low poly and hard egdes. There are no such sharp edges in reality even if the design is angular. Looks a bit odd if one site is highlighted and the next to it is already casted in shadow. Yes I know it is also because of the game engine to some degree too.


Also ain't AC3 designs (to be more specific the R-Series) made to look smooth and organic with dynamic airflow control or something like that?

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Xpand122 Author
Xpand122 - - 70 comments

I see what you mean, but the creases and hard edges are on purpose., mainly to simplify mapping. But I'm pretty sure those are more noticeable due to the cell shading: I.imgur.com

I.imgur.com
I.imgur.com
I.imgur.com
I.imgur.com

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Xpand122 Author
Xpand122 - - 70 comments

Although, even if your computer can hold a lot of polygons, if the render engine is poorly optimized, it wouldn't matter if you had a NASA super computer, the number of polygons would still have pretty much the same impact. Not that that excuses the lack of polygons in the R-505U, but it's still an important difference.

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