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

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Old 06-17-2008, 07:12 PM   #31 (permalink)
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Are your lights casting shadows?

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Old 06-17-2008, 07:19 PM   #32 (permalink)
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This is a sweet looking Imp Capital Ship. Very unique but it fits well with everything else. I think Fractalsponge mentioned before (not sure) its cool youre going with the ISD1 like detailing. One of these days I have to give a destroyer a shot. Or I could finish my Allegiance class I was working on years ago in bryce- but where is the fun in that?

.......Realy has sort of a pre war look to it- like a turn of the century battleship. Which is great. By all means keep it comin'!

Till the stars fall

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Old 06-17-2008, 07:21 PM   #33 (permalink)
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Oh. I always thought that when the fighter destroyed the water towers, the toilets started using up large amounts of power to try and eke out the necessary pressure. This in turn causes a shortage of power to the shield, which then shorts out the primary sensor array as it collapses.
This nearly fatal-flaw in the construction was later eliminated in the ISD-Mark II, by installing a backup generator for the toilets

But this is way more important than Batting averages from 1967

Yup, ive heard about the tennis shoe at the Battle of Endor. It was accidentally destroyed along with a Mon Cal Cruiser when the Death Star II fired the superlaser

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Old 06-18-2008, 08:21 AM   #34 (permalink)
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Yeah I had the lights casting shadows, I tried switching from ray traced to shadow mapped but that didn't change anything. Finally I just excluded the affected parts of the hull from receiving light and shadow from those particular lights and that's solved problem.
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Old 06-19-2008, 05:19 PM   #35 (permalink)
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Impressive ship there! Yay for all star destroyers. I havent read thru the whole of the lighting problem, but maybe you need to make the shadow bias smaller? Shadow bias is an option that ignores geometry below a given size, so ther are not ugly black edges around everything.
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Old 06-29-2008, 03:02 PM   #36 (permalink)
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Thanks for all the suggestions on how to get rid of the mysterious glow. I tried checking for broken polygons but either there weren't any or I just don't know what I should be looking for. The shadow bias didn't seem to make any difference either. But eliminating the parts in question from receiving light and shadow from those particular lights did solve the problem and I'll just have to be content with that.

I've been kinda busy lately and haven't done too much work on this. I did decide to redesign the bridge tower a bit and reworked the sensor/shield generator things. I'm starting to add some small lit windows, nothing too elaborate at this point since I was going to just use some small self illuminated panels. After making a couple of test renders with that method I'm not too pleased with the look from a distance, so I might actually make some small lit "rooms" and see how that works out. I'm still deciding on a more robust scaffold to support the sensor/shield things.
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File Type: jpg ge_tormentor_s17a.jpg (140.4 KB, 106 views)
File Type: jpg ge_tormentor_s17b.jpg (98.9 KB, 64 views)
File Type: jpg ge_tormentor_s17d.jpg (120.0 KB, 81 views)
File Type: jpg ge_tormentor_s17e.jpg (139.1 KB, 86 views)
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Old 06-30-2008, 12:37 PM   #37 (permalink)
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Great work.
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Old 06-30-2008, 01:01 PM   #38 (permalink)
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Very slick conn tower.

You mentioned earlier that you broke the mesh up into various parts so you could work on individual sections. This may not produce broken polies, but is it possible the light is leaking between parts of the mesh that were separated?

"It takes a minimum of redesign to turn a crucifix into a pogo stick." - Theodore Sturgeon "Why Dolphins Don't Bite"
My current WIP
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Old 06-30-2008, 04:53 PM   #39 (permalink)
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That's true, but when I broke it up I only took the bridge structures. The only thing I did to the lower landing bay was add more parts to it. I have come to accept that my computer is most likely a portal to the supernatural and not everything that it does/produces can be explained.

I added some more "windows" on the bridge nodules and some smoke stacks on top. I think this is going to finish the bridge except for a little strip on top to hide where the two halves don't quite meet up.
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File Type: jpg ge_tormentor_s17g.jpg (72.6 KB, 42 views)
File Type: jpg ge_tormentor_s17i.jpg (205.4 KB, 53 views)
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Last edited by Severus; 06-30-2008 at 05:05 PM.
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Old 07-11-2008, 04:07 PM   #40 (permalink)
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So I've been working on this, off and on, for about a week and I'm starting to identify with those people who drown their own kids... I look at fractalsponge and Jedilaw's ISD models and wonder how they've kept from offing themselves. I think I might take a break from this and work on something easier for a while, like a cube or maybe just a 2D square... Anyway I've added some details here and there so here's an update. There's still a long way to go...
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File Type: jpg ge_tormentor_s24.jpg (122.6 KB, 89 views)
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