The reason I bother with DTX... is that his talent as a
modeler is obvious. He thinks well as a sculptor, and while I haven't seen much from him that isn't derivative of other people's imaginations, that's OK- most people doing this aren't terribly original. We're talking spaceships here, and this is pretty well-explored territory, artistically speaking.
All he needs to do is realize that just modeling isn't enough, and apply himself- which is why I keep on him, and diss his attempts to act like he knows what he's doing
To be truly good at this stuff, one needs to learn how to skin, how to diagnose and repair structural flaws at the vertex level, and model efficiently. And, of course, one should make decent art... but that's in the eye of the beholder.
He does 1 out've 3 right
His models are usually pretty, and are low-poly... but having seen a couple of them up close, they're full of flaws- everything from welding issues to verts that cut through each other to gaps to seams to parts with the normals reversed when you import them into MS3D. All of these things add up to a model that won't look as good as it should- a professional-grade game model should be tight as a drum. Seeing models in MAX is not the same as looking at it up-close after exporting to MS3D, for example- and one should not post screenshots from anything but the export environment if they want me to be impressed.
Now, does this mean I'm perfect, some tin god who's able to say that everyone is less skilled or talented than I am? Nope. I'm the first one to say that- while I'm pretty good, and usually make nice work, I'm not perfect, and I'm still learning with each new piece- and sometimes I make pieces that aren't very good art, just like anybody else. And I keep myself aware of my strengths. I skin better than most people, and know a lot about modeling, and I try to teach myself something new about the technical aspects of modeling each time I do a piece.
For example, with the Light Hauler, I tried to teach myself about how to make as "perfect" of a model as I could with hard edged surfaces and intersections, while achieving my aesthetic goals, which were to produce something that was realistic looking, obviously designed for its task (in this case, moving Cargo Pods around) and fitting the Freelancer art style.
So I basically combined some aesthetic concepts from Aliens (the infamous Cargo Loader with its bright Industrial Warning Yellow and striped markings), Freelancer (the styling of the Transports, which combines Kusari art styles with brutal utilitarian design) and modern construction machinery- and the design you can see in the beauty shot's what resulted. I think it looks and feels great in the game engine- it's really cool, for example, how the Cruise Engines activate, and I got the scripting just right for the POV so that flying it is intuitive but gives users a proper feeling of scale. The model's design, in short, is complemented by the rest of the work, and I'm satisfied with the result. I don't claim it's the "best" model made for this game- it's not sexy, and I mainly made it to add more variety to the civilian traffic in FL. But it's what I set out to do. Which is the best that all of us can achieve