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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #332 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,249
Downloads: 1 Uploads: 0 | 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. gp |
| --------------------------------------------------- " 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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| | #333 (permalink) |
| SFM Guru Realname: Kervin Abbott Join Date: May 2006 Location: Houston Age: 32
Posts: 594
Downloads: 1 Uploads: 0 | Wooooooooooow.... Very nice gpdesigner, excellent detail, |
| To find some pretty good, free and inexpensive software applications, as well as other stuff, click here. | |
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| | #334 (permalink) |
| SFM Obsessed Realname: Jeff Join Date: May 2006 Location: New York City
Posts: 2,335
Downloads: 1 Uploads: 0 | detail.... drooling over all the detail.... nurnies.... greebles.... nurnies.... greebles....ymmmm..... |
| ---- My Subdivision Modeling Video Tutorials ---- New York City in HDR ---- ---- My Favorite Tutorials/Links ---- 488 Star Wars Ref. Pics ---- | |
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| | #335 (permalink) |
| SFM Guru | 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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| | #336 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,249
Downloads: 1 Uploads: 0 | 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. gp |
| --------------------------------------------------- " 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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| | #337 (permalink) |
| SFM Obsessed | 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. ![]() |
| My Page - http://starships.host.sk/index.htm 1-Absolutelly no!!! It won´t be done... You won´t see a ridiculous pokemon as a crew of my ships. And don´t ask me about technobable too, please! 2- Science Fiction it´s only FICTION. Don´t argue as it is a real thing. It isn´t! Last edited by Starship; 03-31-2008 at 12:46 PM. | |
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| | #338 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,249
Downloads: 1 Uploads: 0 | 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. gp |
| --------------------------------------------------- " 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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| | #339 (permalink) |
| SFM Obsessed Realname: Jeff Join Date: May 2006 Location: New York City
Posts: 2,335
Downloads: 1 Uploads: 0 | ^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. |
| ---- My Subdivision Modeling Video Tutorials ---- New York City in HDR ---- ---- My Favorite Tutorials/Links ---- 488 Star Wars Ref. Pics ---- | |
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| | #340 (permalink) |
| SFM Obsessed Realname: Jedman67 Join Date: Jul 2006 Location: New York
Posts: 2,011
Downloads: 3 Uploads: 0 | YAY!!!! GREEEEBBLEEEESSSSSSSSS!!!!!! *DROOL* ![]() |
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