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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 10-04-2007, 08:07 AM   #41 (permalink)
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so you do the pannels with splines and you then extrude/shapemerge them into the hull?

Doesn't that make the polycount shoot up dramatically?
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Old 10-04-2007, 08:31 AM   #42 (permalink)
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Hrm intrested to hear more on this thing Viper mentioned.

Saucer textures: In PS I do my spec maps via the polar quardanents (yeah its miss spelt) I just do a light and dark aztec then flood fill it (need to do some math to get it to tile equaly) then I apply that filter and bingo it makes circular maps. I often plan the repeat based off the deg of the hull grids so the aztec fits the grid work.
This method really only works on symmetrical saucers though. A pinched hull like the voyager would have to be done manualy.

Hull panels or gid lines: I plan my saucers out so that the grid lines are in place. Just when it comes to the lateral panel lines I connect a ring of edges so that the extrusion seam happens not on a change of angle but in the middle. I model most of this junk mostly because the textures eat up render time.

For simple shapes I just planar map the textures, unwrap gave me too many headaches and often took longer than the modeling. (in max) I dunno if other apps are easier but so far max I had to manualy arrange the unwrap to get it to unwrap as a solid piece and be flat. (mapping 20 small pieces of a hull as seprate areas of a bitmap is bloody annoying.)

Smaller objects it is easier and one can cut the mesh up to help control the unwrap. Im by far not a expert at UVW unwrap though. Last time I had to install a plugin to even edit the results.

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Old 10-04-2007, 10:57 AM   #43 (permalink)
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The older Unwrapper tool was really rather slow. THey optimised it more to handel larger meshes. BUt its still best to limit how much your unwrapping at a time....

But you got it right use Plane projections... But just use ALOT of them... in an organised fassion
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Old 07-10-2008, 04:47 AM   #44 (permalink)
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Really cool looking. can hardly wait to see more. blueboy
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Old 07-10-2008, 02:18 PM   #45 (permalink)
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Blueboy,

Not gonna be rude (and trust me I'm putting this alot milder than some) but you might wanna look up this thread on Necro-Posting.

http://www.scifi-meshes.com/forums/3...o-posting.html

This thread has been effectively dead since October last year so the only person entitled to revive it at this point is the OP.

Want to know more about this ship? - PM it's creator/the OP and don't post in old threads.
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Old 07-13-2008, 07:00 PM   #46 (permalink)
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Very nice and unique design indeed. And while I don't mean to overlook the design of the ship, I'm really impressed with your lighting rig- it really makes the ship look great. Care to share with us how you set up that lighting rig?

"Poly count is king." - Me
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Old 07-13-2008, 07:31 PM   #47 (permalink)
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Jay, you do realize this thread has been inactive for three quarters of a year until the recent necro-posting, donīt you?

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Old 07-16-2008, 06:45 AM   #48 (permalink)
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Sorry, no. I hadn't realized that. My apologies.

(but I'd still like to see a lighting rig like this so that I could emulate it. )

"Poly count is king." - Me
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