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

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Old 06-27-2008, 11:55 PM   #141 (permalink)
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Looks grate! Really grate. Just one small nitpick, looks like there's a texture glitch or something near where the saucer section marries into the aft hull you can see it on the first image, near the indented windows.
Also on the underside in shot 3 are there supposed to be flame decals on the hull or is it just some oddness caused by shadow and reflection?

Still very very cool, I looking forward to seeing her with window interiors.

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Old 06-28-2008, 12:38 AM   #142 (permalink)
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Kaden. i think your right, they are a bit to high. i will change that.
thanks for your comment too. always apreciate your replies here.

slimdim. those things you pointed out are the reflections. both in the first image and the 3rd. the first is the reflection from the bussards, in the other the reflection looks like that cause there is a slight bump map on the hull that makes the reflection not look smooth as smooth is not as real. actually, the reflection map in the end i want to be a bit scattered. but i cant do that till the end in post.

anyway, thanks for all your posts guys. working on the interiors of the windows atm.
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Old 06-28-2008, 01:34 AM   #143 (permalink)
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Looking really good there JAck! Keep it up dude lol

Check out the latest updates at:
http://gkdesigns.blogspot.com/
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Old 06-28-2008, 05:33 AM   #144 (permalink)
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glad you like it galen.
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Old 06-28-2008, 08:55 PM   #145 (permalink)
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polycount for anyone who cares is : 435,356 polygons.
not counting the interiors i am doing at the moment, but that should only add one like 10k actually.
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Old 06-28-2008, 10:31 PM   #146 (permalink)
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and for those of you who like wireframe images with your polycounts here you go.

enjoy.










sorry for those who suffer from slow download speeds.
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Old 06-28-2008, 10:44 PM   #147 (permalink)
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wow, that's impressive

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That's why I've became a Warrior of Heart, Defend the one you like, Guard the one you love...
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Old 06-29-2008, 12:05 AM   #148 (permalink)
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Cool wires, very clean looking! You probably should have put some smoothing control faces on those windows, or else you'll either get smoothing errors or stepping.

I'm with Kaden about the raised lumps you have randomly on the hull. They look too high, and oddly out of place.

This is quite a cool ship, and nicely finished, though you do need reflection blur on your surfaces. You're using LW right? It's in the environment tab (or advanced options for shading material nodes) For faster renders (In LW, it has no effect on Fprime) lower the reflection samples settings to 1

I look forward to see this finished!

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Old 06-29-2008, 12:28 AM   #149 (permalink)
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sorry what random lumps?

BTW the wireframes look sweet

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Old 06-29-2008, 01:23 AM   #150 (permalink)
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Quote:
Originally Posted by tobian View Post
Cool wires, very clean looking! You probably should have put some smoothing control faces on those windows, or else you'll either get smoothing errors or stepping.

I'm with Kaden about the raised lumps you have randomly on the hull. They look too high, and oddly out of place.

This is quite a cool ship, and nicely finished, though you do need reflection blur on your surfaces. You're using LW right? It's in the environment tab (or advanced options for shading material nodes) For faster renders (In LW, it has no effect on Fprime) lower the reflection samples settings to 1

I look forward to see this finished!

thanks tobian. as for the windows, there actual are control surfaces on them.
but they are so small you cant notice them really. a lot of my surfaces actually have the control, but some don't as when i started the mesh back last year i didn't have that in my mind to do that. i find it works wonders tho.

what also works on those surfaces i forgot is just have them in a different layer, so the points aren't one and the surface wont smooth around that edge. also works in one layer if the points are just not welded.

those raised parts are gonna be needing some attention soon. not sure what kaden had in mind when he created that in the original mesh. maybe i can add some detail to em.
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