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

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Old 03-30-2008, 11:25 PM   #331 (permalink)
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i see your point in going your own way here... but your version lacks of density imo, if you know, what i mean...

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Old 03-31-2008, 12:11 AM   #332 (permalink)
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for density you think I should add more?
Remember, poly's are a consideration at this point. I can't do all the connecting conduit like I want so like the physical model all I will have is geometry resting on the surface below.
Like I said I am not happy with what I did, which means I am going back in, I was thinking of making a few object larger in size, then filling in with objects already made here. Hard to imagine without seeing it but you have to imagine a bit.
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Old 03-31-2008, 12:34 AM   #333 (permalink)
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Wooooooooooow.... Very nice gpdesigner, excellent detail, .

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Old 03-31-2008, 12:40 AM   #334 (permalink)
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detail.... drooling over all the detail.... nurnies.... greebles.... nurnies.... greebles....ymmmm.....

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Old 03-31-2008, 11:32 AM   #335 (permalink)
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I agree, you definitely need to fill in some of those gaps.. it feels really loose. From the perspective of someone who doesn't know DS9 as intimately as you do, my impression was that the pallets were CRAMMED with detail. I never paid much attention to that area of the station, so that may not infact be true, but I think it's what people would expect them to look like.

Of course, there's always the possibility that you could add that extra detail in the textures. Will anyone really be looking too hard at this section of the station?

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Old 03-31-2008, 12:11 PM   #336 (permalink)
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no doubt, true there are spots and sections that are crammed with detail, and there are spots that aren't. I think I am going to make a few choice pieces that are really big (to eat up space) then fill in the open areas with the smaller stuff. Still I am going to make it a bit more uniform and follow my idea of useful detail instead of random objects.
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File Type: jpg DS9Damage.jpg (83.6 KB, 113 views)
File Type: jpg newstationnewships010.JPG.jpg (75.7 KB, 129 views)

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" Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge'

Distraction W.I.P. :Star Trek DS9
Current W.I.P. : The Occupation: Thor's Settlement
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Old 03-31-2008, 12:34 PM   #337 (permalink)
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Yes Gp, I believe that some of them needs to be larger, and others taller, to give you the appearance you´re looking for. But it will increase the final polly count. Still, if you need some ideas for the greebles, not how to model them (I´m totally sure you already know how to do it ) , take a look and get some inspiration here: Alternate Perspective Online. 3D Animation, Network Render Farm Services and Web Authoring .
You can always consider a mapped detail and bump maps, and still got the aspect you´re looking for. Take a look at this tut from Kier: Space Environment Tutorial.

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Old 03-31-2008, 12:49 PM   #338 (permalink)
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good score on that link Starship, I was thinking of doing detail maps like that but wasn't sure if it would work. I will consider it seriously tho . .
Also about the poly count . . . There is a limit that is accounted for so I could build detail until I reach it. There is plenty of room I think it's 80,000 poly I have just for the sensor details (per section) alone. With that number I should be free to do what I want, within reason, I just don't want to push it needlessly.
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" Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge'

Distraction W.I.P. :Star Trek DS9
Current W.I.P. : The Occupation: Thor's Settlement
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Old 03-31-2008, 02:26 PM   #339 (permalink)
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^that's a pretty cool tutorial... I suppose you could also use a displacement map to get more actual relief, but you'd probably just get back a huge poly count again.

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Old 03-31-2008, 04:15 PM   #340 (permalink)
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