Forum: Poser - OFFICIAL


Subject: WIP - Landing bay

Tyger_purr opened this issue on Jun 02, 2009 · 77 posts


Tyger_purr posted Tue, 02 June 2009 at 9:12 AM

I am working on modeling and texturing a landing bay and hangers. I hope to package it up and sell it in the market place in the future, however I would like some feedback on what I have so far.

What follows is not the complete project. All vehicles shown are not included in the product as they are not made by me and are present only to show scale.

I welcome any questions, suggestions, words of encouragement, price suggestions, volunteers for testing, etc.

First image is from above with the ceiling removed to show size.
This is the main landing and take off area and is approximately 300m x 300m approximately 300m by 300m

On the right runway is the FA Thunder lift Heavy Drop Ship, followed by LCV1
on the left is Starhawk and viper ready for takoff, behind Starhawk is one of Poserworks shuttles followed by a Shadow class space fighter. Behind the viper is a starfire and an Advanced Scout Vehicle. In the back is a German D.

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Tyger_purr posted Tue, 02 June 2009 at 9:14 AM

This image is looking across the bay from front to back. all vehicles are in the same locations.

the blue doors in the back lead to taxiways and hangers.

the Airboss station is located high in the middle of the back wall seen here to the left.

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Tyger_purr posted Tue, 02 June 2009 at 9:16 AM

Here is a shot from outside.

the part sticking out that is the end of the runway is also an external door that folds up

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Tyger_purr posted Tue, 02 June 2009 at 9:18 AM

I researched airport striping to provide some real world accuracy... or at least some similarity.

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Tyger_purr posted Tue, 02 June 2009 at 9:19 AM

the area marked as blast area also raises up to form a blast fence

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Tyger_purr posted Tue, 02 June 2009 at 9:20 AM

blast fence from behind

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Tyger_purr posted Tue, 02 June 2009 at 9:21 AM

looking out of the bay

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Tyger_purr posted Tue, 02 June 2009 at 9:21 AM

inner door closed, slides down from above

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Tyger_purr posted Tue, 02 June 2009 at 9:22 AM

Airboss station

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Tyger_purr posted Tue, 02 June 2009 at 9:22 AM

and one view of the taxi way

the blue door at the back is the same size as the blue doors in the landing bay.

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Klebnor posted Tue, 02 June 2009 at 10:50 AM

Very cool.  The walls / doors look stone like - a metal finish would be more appropriate.  Also, the stripes on the tarmac should be dirty - not pristine.

Otherwise, nice job.

Klebnor

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chriscox posted Tue, 02 June 2009 at 10:51 AM

Currently it is lacking details to really show its scale.  In the picture

Quote - inner door closed, slides down from above

if the tiny craft weren't there I would think this was the size of a typical 4-lane highway. 

Additionally, there is a splash patten that look much too large to me.  To me it looks like pattern form a spilled cup of coffee or maybe a gallon of paint and yet it is larger than a cargo plane.

Chris Cox



DanaTA posted Tue, 02 June 2009 at 11:41 AM

I think if maybe you throw in a couple of M4's it would give an indication of scale.

Dana


LukeA posted Tue, 02 June 2009 at 11:51 AM

All good feedback for you I can't add too but I do like what you are doing.

 

LukeA

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chriscox posted Tue, 02 June 2009 at 12:21 PM

Also something I just remember, If this is for Poser it should look good when People are being used as the focus of the picture.    None of the pictures show whether this hangar would work well that way or not.

Chris Cox



chriscox posted Tue, 02 June 2009 at 12:23 PM

Quote - I think if maybe you throw in a couple of M4's it would give an indication of scale.

Dana

M4 tanks????  assault rifles???  BWMs???  Motorways????

Chris Cox



Tyger_purr posted Tue, 02 June 2009 at 12:32 PM

Great feedback everybody. I really appreciate it.

scale is really hard to convey with something this large. I am trying to keep the textures small and the poly count low, but still convey size because I know if I make a large space, people will want to populate it with lots of stuff and poser doesn't seem to handle lots of stuff (lots of polygons and big textures) well.

I am working on fixing textures as suggested.

I assume that Dana was requesting a Michael 4 even though my first thought was "assault rifle?"

I have a render working now with some low rez people for scale.

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Tyger_purr posted Tue, 02 June 2009 at 12:54 PM

crew on deck

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chriscox posted Tue, 02 June 2009 at 1:12 PM

You should be able to get a sense of scale for the scene without have to add other items to it.  Consider showing scale by including elements that have recognizable scales such as doors, windows, ladders, gangways with railings, stairs etc. 

2 or 3 rows of widows on some of the walls can go a long way to show how large the walls really are.

 

For me personally when buying Poser scenes it’s a matter of is something that would take me a lot of time to do myself or is it something really unique.  So far for me your Landing Bay doesn’t meet either of those criteria.  I do consider myself a decent modeler, texturer and rigger so I may not be representative of the typical Poser buyer.

Chris Cox



Tyger_purr posted Tue, 02 June 2009 at 1:35 PM

chriscox,

Windows and doors i think i can do. something like the airboss station for other walls?

does the scale in the scene with the taxiway look better than the bay?

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patorak posted Tue, 02 June 2009 at 1:41 PM

Looks good!  Maybe add some greebles and nurnies.



Tyger_purr posted Tue, 02 June 2009 at 1:48 PM

hummm, should probably do something about that floor texture.

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Tyger_purr posted Tue, 02 June 2009 at 2:01 PM

Quote - Looks good!  Maybe add some greebles and nurnies.

i can try that again. I was never really happy with the way things turned out before.

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chriscox posted Tue, 02 June 2009 at 2:22 PM

Quote - chriscox,

Windows and doors i think i can do. something like the airboss station for other walls?

does the scale in the scene with the taxiway look better than the bay?

If you hadn't pointed out it was an airboss station I would have though that it was a sensor point with cameras and listening devices or maybe a fire alarm or PA system.

The taxiway does look better partially because it a smaller space.  Without the vehicles for scale I would assume the small doors on the sides are the size of large garage doors maybe 2.5 to 3.5 meters tall.

Chris Cox



Klebnor posted Tue, 02 June 2009 at 2:42 PM

Manways with doors coming up from the floor would help with the scale issue.  Also, perhaps hanging hose stations (fuel, water, gases) from the ceiling.  Some wheeled ladders?

Klebnor

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DanaTA posted Tue, 02 June 2009 at 2:46 PM

Yes, I meant Michael 4.  Putting a human into a scene definitely shows the scale.  Doors and windows are subjective.  A window could be for a person, for a grand view, or just to let some light in.  Without the human factor, you couldn't tell how big the window was.  Same for doors.  ChrisCox's mention of the bay doors is a perfect example.  Other doors would be the same.  Were they for humans, or some ten foot tall aliens?  Or even larger alien beasties?  Without the being in the frame, there is no telling.

Dana


DanaTA posted Tue, 02 June 2009 at 2:47 PM

Quote - crew on deck

Now I can see that this is huge!  Thank you!

Dana


chriscox posted Tue, 02 June 2009 at 3:53 PM

Quote - hummm, should probably do something about that floor texture.

You should try using advanced materials so things look good on both large and small scales

Chris Cox



Tyger_purr posted Tue, 02 June 2009 at 4:39 PM

Quote - > Quote - hummm, should probably do something about that floor texture.

You should try using advanced materials so things look good on both large and small scales

I am making use of advanced materials in several places.
for example the red and yellow stripes around the blast fences are done entirely with nodes.

the floor is actually a small tiled base color, a dirt image and a cloud node to give variations.

the walls are a tiled bump map on a gray colored wall with clouds mixed in.

i think the doors are the only thing that is just a straight up texture map.

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Tyger_purr posted Fri, 05 June 2009 at 11:08 AM

do doors help?

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chriscox posted Sat, 06 June 2009 at 2:28 PM

Quote - do doors help?

That helps a little.  The tall thin door looks like a personnel door and that gives a feel to how really large the space is.  Also the lighting is better than in some of your earlier picture so the Airboss station looks more like a structure that would have people in it.  

Here are ea few other observations. 

The main bay doors are nearly the size of foot ball fields (American Football that is) and yet they just look like plain old house garage doors.

A similar problem with the lights, they look like regular dome lights just made a lot bigger.  Lights that look like those used for baseball parks might be better.

You may want to consider how and where the loading and unloading cargo and passengers is done and add details for this.  Same with fueling and maintenance.  Additionally what equipment is use for emergencies and where is kept.  Another thing to consider is the life support systems, heating, cooling, air recycling etc.

 

I personally feel that overall your landing bay is lacks interesting details.

 

BTW I consider Kibarreto’s Starcarrier to be your competition. (http://www.daz3d.com/i/3d-models/-/starcarrier?item=7061&_m=d ). 

So you may want to consider what is it about your landing bay that would make people want to buy and use it instead of another one?

Chris Cox



fls13 posted Sat, 06 June 2009 at 11:08 PM

Looks great!


Tyger_purr posted Sun, 07 June 2009 at 3:53 PM

more details

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arrowhead42 posted Sun, 07 June 2009 at 4:05 PM

This looks great!

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127


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Tyger_purr posted Sun, 07 June 2009 at 4:10 PM

textures are not done yet.
one of the challenges i am facing with this is that i am trying to keep the poly count down so not to overwhelm some people's computers.

With that in mind i am trying to provide enough detail to make it look good, without providing every little thing.

I see what you mean about the doors and lights looking out of scale. thus far i have not found a better solution, but I continue to work on it.

as for loading and maintenance, it is my intent that that activity be done in the hangers which I am currently building to fit beyond the blue numbered doors.

The concept I had for the landing bay is that it is just the runway, not where the loading, fueling and repair take place.

Part of the reason I chose this concept is that if I provided large open spaces where loading and repairs take place, users might be inclined to pack the space with props and multiple ships to make the place look busy. With the smaller spaces they can look busy without causing some user's computers to melt down.

 

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Klebnor posted Sun, 07 June 2009 at 5:42 PM

Crouching Tiger:

Looks very good at this point, the details you have added definitely enhance the scale.  If I purchase this, I will change the wall shaders to a procedural with a metallic overtone but some granular detail.  The walls still look like a medieval castle to my eye.

Also, I urge you once again to scuff up the stripes.  Even assuming there are no wheeled undercarriages on any vehicles used, they would wear due to blast, wear and tear, and sweeping for debris.

Don't misread my critique, I think you're doing some stellar work here.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


DarkEdge posted Sun, 07 June 2009 at 6:14 PM

Requesting clearance for landing... 😉

Comitted to excellence through art.


Tyger_purr posted Sun, 07 June 2009 at 9:21 PM

Klebnor,
It is my intent that it will not be necessary for you to change these textures when you get them and I would like to assure you that scuffing up the stripes is on the "to do list".

I do appreciate all critiques and take them at face value.

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chriscox posted Sun, 07 June 2009 at 10:45 PM

I think the extra details really add a lot.  Good job there.

 

Here are some more observations.

For the lights you might consider doing something that looks like banks of lights and then hanging them from the roof like your current lights or placing them near the tops of the walls angled downward light stadium lights.

 

For some ideas about the hanger doors you might want to Google images of the new Cowboys stadium.  Not only does it have a huge movable roof but also one end of the stadium opens up with a bunch of sliding panels.

 

The horizontal placement of the windows looks a bit haphazard to me.

 

It seems to me the bay has a lot of wasted floor space for an area devoted to take offs and landings.  You might consider adding support columns in the wasted space in the middle of the bay, maybe even having another “airboss station” wrapped around or built into one.

Why if the bay roof so high?  Because anything that needs that much head room is not getting in through any of the doors.

 

Regarding the material on the walls, I don’t like the way the highlights and shadows of the material ignore the contours of the walls.

And please feel free to ignore any or all of my comments as it suits you

Chris Cox



Tyger_purr posted Mon, 08 June 2009 at 7:57 AM

Quote - Requesting clearance for landing... 😉

Delta Echo 730 clearance not available at this time. :)

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Tyger_purr posted Mon, 08 June 2009 at 10:14 AM

I'll give the light and door ideas a try.

the idea behind the random look of the windows was crossing the windows with nurnies and greebles. I'm not entirely happy with the look yet.

the roof is not much higher than the exterior doors. see my 7th post. the doors to the hangers are considerably smaller, but the hangers are not designed to accommodate the larges ships.

 

The size of the exterior door is such that it will accommodate the Dystopia heavy lander Basilisk (at least I hope, not having the ship I had to ask how large it is)

 

I created the bay as large as it is to allow long views without turning off walls (which can also be done). My thought was also that the large volume of air would mean that the exhausts and fires (crashes) would take longer to consume the air.

 

As for the wall materials, I am having several problems with them.

Thus far I have not been able to get them to look metallic. Even using other people's “metal” shaders have not resulted in a metal look. I know part of the problem with previous images has been my lighting. But I think the size of these walls also throws some things off.

I'll not ignore any comments, I may not be willing or able to address them, but I won't ignore them.

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Klebnor posted Mon, 08 June 2009 at 11:21 AM

Hidden Dragon:

Don't take my comment on shaders the wrong way, I generally use Carrara, so changing shaders is a daily practice.  It would simplify things if you make the walls a separate shading domain.

Good work so far!

Klebnor

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Tyger_purr posted Thu, 18 June 2009 at 3:50 PM

taking a break from the main bay i am finishing some modeling on the taxi ways and hangers.

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Tyger_purr posted Thu, 18 June 2009 at 3:51 PM

breaking down the image above.

this is the small hanger

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Tyger_purr posted Thu, 18 June 2009 at 3:51 PM

the large hanger

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Tyger_purr posted Thu, 18 June 2009 at 3:52 PM

the taxiway for the small hanger (4 doors to small hanger, two on each side)

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Tyger_purr posted Thu, 18 June 2009 at 3:52 PM

and the taxiway to the large hangers, (2 doors, one on each side)

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Tyger_purr posted Thu, 18 June 2009 at 3:53 PM

inside the large hanger (lots of texture work yet to be done)

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Tyger_purr posted Thu, 18 June 2009 at 3:54 PM

inside the small hanger (less texture work yet to be done)

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Tyger_purr posted Thu, 18 June 2009 at 4:02 PM

the taxiways and hangers are modular so you can line up as many as you like. each wall, ceiling and floor can be turned off for optimal camera angles.

in this image it is the large hanger in the upper left, small hanger in the upper right and taxiways on the bottom

the door of the large hanger is the same size as the "through" doors on the taxiways so you could line up a large hanger on the end of the taxiway

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chriscox posted Thu, 18 June 2009 at 9:05 PM

Glad to see you  are still working on the landing bay.  I'll look over the latest pictures more closely and will post some comments on them later.

Chris Cox



Tyger_purr posted Fri, 19 June 2009 at 1:16 PM

I think i may just have a good floor texture here

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geep posted Fri, 19 June 2009 at 1:50 PM

NICE!!! 👍

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Klebnor posted Fri, 19 June 2009 at 4:28 PM

Crouching Tiger:

The floor looks great!  The walls, with numbered doors also look excellent.

One thing I would like to see - the lights in the ceiling should be a separate group (or individual objects which can be grouped).  In Carrara, a great trick is to shine a distant light from below the entire model and make it illuminate only the lights.  They must be separate for this to work.  If they are part of the roof, the entire roof is illuminated.  On a big building like this it saves a ton of time, not to mention the memory overhead of individual lights.  One distant light from above, illuminating all but the ceiling and lights, lights the scene as though all the roof lights were on.  I can't tell you how many models I've cursed because the embedded lights are part of one big ceiling panel, and the only way to make it look realistic is to put a spot under each light - AAAAAAAAAAAAAAARGH.

BTW, the same goes for the embedded floor lights (I assume that's what the blue things are).  If they could be illuminated together, it would be very helpful (the blue light panels should be separate objects, grouped or not)  If the blue panels took a common shader, I could make them all glow in one step with Carrara - very cool!

I'm already planning to drop a couple of fueling lines from the ceiling on a rotating boom.  Just a thought.

Klebnor

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Tyger_purr posted Fri, 19 June 2009 at 4:49 PM

I am planning on removing the current lights in hopes to make something better.

currently the lights are a part of the same object as the ceiling.
my modeler dosen't work all that well with materials so i group the object by the desired material then assign materials either in the uv mapper or in poser. so for example there is a material zone and a group for the ceiling, the light frame and the light.

the lights are not embedded in the object in so much as if they are removed from the ceiling (or floor) it will not create a hole in the mesh.

when i create new lights, i might keep them as a separate prop that loads in place. and perhaps even have a single light prop/object that can be duplicated in programs that take advantage of that technique.

my lighting in my test scenes consists of two lights. one IBL and one infinite pointing straight down.

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Tyger_purr posted Sun, 21 June 2009 at 8:27 AM

.

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chriscox posted Sun, 21 June 2009 at 9:59 AM

It’s looking real good.

The floor is looking a lot better.  However, it now has obvious patter repetition when viewed up close, but it is a lot better than how blurry it looked before.

I like the wall textures in the small hanger a lot better than the wall textures you had been using.

The Modular design is a good idea.  It allows people the flexibility to rearrange the modules and only use the ones they want.

Chris Cox



Tyger_purr posted Tue, 30 June 2009 at 1:02 PM

New lights.

greatly increase the poly count and not the greatest thing up close, but i like them better.

not mapped or textured yet. just checking the design.

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Tyger_purr posted Tue, 30 June 2009 at 1:11 PM

up close

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Tyger_purr posted Wed, 01 July 2009 at 2:13 PM

.

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Tyger_purr posted Mon, 10 August 2009 at 1:31 PM

need 2 poser testers.
hopefully at least one mac user.

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AntoniaTiger posted Mon, 10 August 2009 at 3:46 PM

Think about how the lighting works. Basic infinite lights aren't really right for an interior, even on this scale.

Seen 2001--the landing sequence at Clavius with the ferry-ship descending into the base, on the landing pad. There are quite a few observation galleries, with people visible.

You maybe don't need a 3D figure in the Airboss Station, but a simple transmapped rectangle, silhouette or picture, would help set the scale. And enough light to see it.

More control/observation/refuge points along the wall bases and maybe some places on the deck. Where's the emergency gear if there's an accident? Some of this stuff could be separate props, maybe even one or two items as promotional freebies.

Any clutter needs to be controlled, but this place looks almost unused.


Tyger_purr posted Mon, 10 August 2009 at 3:56 PM

fire station

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Tyger_purr posted Mon, 10 August 2009 at 3:59 PM

gantry crane WIP

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Tyger_purr posted Mon, 10 August 2009 at 3:59 PM

tie downs

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Tyger_purr posted Mon, 10 August 2009 at 4:04 PM

m2 at crane controls

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Tyger_purr posted Mon, 10 August 2009 at 4:06 PM

I am working on clutter :)

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TrekkieGrrrl posted Mon, 10 August 2009 at 4:32 PM

It looks GREAT! But also very very specialized.

What I'm saying is, it's a great model and it ought to sell, but don't expect high number of sales. It's (at least IMO) too specialized for that.

Doesn't mean it isn't awesome though  ^_^ 

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Tyger_purr posted Mon, 10 August 2009 at 4:36 PM

Oh I don't expect it will sell well at all.

In fact it wouldn't surprise me if most of my "target market" is getting it for free by being a beta tester for me.

I'm doing it because i like it, i want it, and i'd like to get a little something out of it to support my poser habit, even if it only ends up being a little.

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Klebnor posted Fri, 14 August 2009 at 1:29 PM

Tyger:

Very nice indeed.  The attention to detail is spectacular.  Have you considered a crash morph on one of the walls - to simulate a vehicle impact if desired (dents, discoloration, deformation of panels)?

Klebnor

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Tyger_purr posted Fri, 14 August 2009 at 2:12 PM

Quote - Tyger:

Very nice indeed.  The attention to detail is spectacular.  Have you considered a crash morph on one of the walls - to simulate a vehicle impact if desired (dents, discoloration, deformation of panels)?

Klebnor

the walls are too low-poly to be able to morph.

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Klebnor posted Fri, 14 August 2009 at 2:44 PM

No problem, can be easily added to the model post purchase.  Primitive in front of wall + displacement map + fuel spill/burn shader = nasty crash result.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


Tyger_purr posted Tue, 25 May 2010 at 10:21 PM

Posted as a freebie at the team dystopaia exchange forum

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artdude41 posted Thu, 27 May 2010 at 4:41 AM

anyone else having a problem accessing the team dystopia forum  , seems  like its down for me ?!
awesome landing bay by the way , fantastic work tyger, cant wait to get my hands on this :)


Tyger_purr posted Thu, 27 May 2010 at 7:40 AM

the forum had a database crash earlier. It appears to be up now.

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DanaTA posted Thu, 27 May 2010 at 2:11 PM

Man, that security captcha is too difficult to read!  I can't create an account at Team-Dystopia.  I don't normally have a problem with those things, but there's too much "noise" in the image.

Is there any reason you didn't use ShareCG to upload this?  I was looking forward to it, but I'm not going to try again at TD.

Dana


Tyger_purr posted Fri, 28 May 2010 at 7:46 AM

sorry, TD brought me on to do some texturing and they are hosting the files for me.

I think it is only right that if they are going to host the files, they should get the traffic.

besides, there are lots of free sci-fi stuff there.

If the security captcha is too troublesome, send me a PM here and I'll send you a direct link to the zip.

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