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#76 (permalink) |
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Member
Join Date: Mar 2008
Posts: 48
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No probs. Glad I could contribute
![]() The ship I most want to build is the Hulk - The ORE Exhumer. It should be a straightforward build, but the model itselfkeeps causing TriExporter to crash. Actually, all the ORE ships, Except the Roqual crash my application. If you think the X3 Ship you are doing is an exercise in madness (outstanding progress, by the way) the Roqual is insanity in it's object form. I'll see if I can get a screencap of it at some stage soon BTW, I'm in the process of building the card model of the Amarr Apocalypse, as developed by Smiffa. EDIT: As promised, here is a pic of the Roqual Capital industrial ship... ![]() Would the Moderators object if I upload ZIP files of some of these above models? Maybe some more accomplished modellers would like to have a crack at building them... Last edited by astrospud; 05-01-2008 at 06:45 PM. |
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#77 (permalink) |
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Member
Join Date: Mar 2008
Posts: 48
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Speaking of madness, I have come to the conclusion I am not yet a designer.
These meshes are just too complex for me to nut out. ![]() I can prep the models as per previous post, but I am stumped on the development side. If anyone has the time and patience to develop any of the above models (or any others from the game) please let me know and I will up load. Thanks ![]() |
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#79 (permalink) |
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Senior Member
Join Date: Apr 2007
Location: Kingston, Ontario
Posts: 285
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That Capital Ore/Industrial ship is amazing. What a fantastic look (I like the ugly industrial looking ones for some reason). I may take a crack at that once the Outland Shuttle is done.
Just a suggestion for such complex meshes like that one for other beginners (I am one, too): instead of trying to work with the incredibly complex mesh provided, it might be worth just using different angled images to design one from scratch using Metasequoia or some other basic 3D design software. I know it seems clunky to start from square 1 but after all the time spent trying to sort out the complexities of a mesh that was never made to be a paper model, you can save time by redoing the whole thing with pure paper modeling in mind the whole time. The industrial ship in post #75 would be a good example...it could be redone without too much time (lots of repeated parts there) to make it into a very satisfactory paper model while ditching some of the extra stuff that make it a nightmare to unfold and set up as a paper model. Just a thought.
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___________________________________ Free Independence War Paper Models! http://www.iwarpapermodels.org/content/index.htm |
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#80 (permalink) |
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Junior Member
Join Date: Jun 2008
Posts: 1
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I've looked all over the internet for plastic models of eve ships and this is all I found:
Paper models - http://myeve.eve-online.com/ingamebo...hreadID=405741 And info on the topic - http://eve-search.com/thread/453691/page/1 Good luck and tell me if u find anything |
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#82 (permalink) |
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Card Modelerator
Card Models Moderator
Join Date: Jun 2007
Location: Melbourne, Australia
Posts: 721
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The thing with plastic models is that they cost money to make, meaning they are then sold, at a profit to the maker, that's when copyright infringement comes into it, so more often than not they will only be sold by the holder of the copyright / merchandise rights etc, which of course drives up the cost, and the price to us, the buyers.
And that's why a lot of us turned to card models in the first place. Hooray for trees... ?
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#83 (permalink) |
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Member
Join Date: Mar 2008
Posts: 48
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From what I understand, it costs about 2 million dollars for tool manufacturing to start up any degree of mass produced plastic model kits. Garage Kits and small run resin models are cheaper but it would take CCP (publisher) to grant the production rights, and that in itself might be prohibativly expensive for the experienced garage modeller.
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#84 (permalink) |
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Card Modelerator
Card Models Moderator
Join Date: Jun 2007
Location: Melbourne, Australia
Posts: 721
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Exactly... but as far as free card models go, they don't seem to have a problem with it at all, otherwise those threads would have been nerfed long before the cruise missiles and torpedoes were
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Current Builds:The Daring Project / Batman Begins Tumbler Just Finished: Mad Max Interceptor Got a question? Got some advice to share? Check out the WIKI |
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#86 (permalink) |
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Card Modelerator
Card Models Moderator
Join Date: Jun 2007
Location: Melbourne, Australia
Posts: 721
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i'm talking about the "nerf of long ago" You used to be able to hit a ship with a torp or cruise missile and it would take out everything within a couple of km of the ship you hit... that "feature" is long gone...
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Current Builds:The Daring Project / Batman Begins Tumbler Just Finished: Mad Max Interceptor Got a question? Got some advice to share? Check out the WIKI |
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#90 (permalink) |
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Card Modelerator
Card Models Moderator
Join Date: Jun 2007
Location: Melbourne, Australia
Posts: 721
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The front end of that ship looks like the barrel of a gun... it's usually the first thing that turns up if you do something wrong in empire space but you'll be toast before you even know it's there... yes, speaking from first hand experience
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Current Builds:The Daring Project / Batman Begins Tumbler Just Finished: Mad Max Interceptor Got a question? Got some advice to share? Check out the WIKI |
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