Modeling Comp WIP (second version)

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Warspite
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Modeling Comp WIP (second version)

Post by Warspite »

With so few days to go for the deadline, I scrapped my previous work, and started on this...

Image

Very loosely based on an image from here (Scroll down to the bottom).

The ship is Perry Rhodan inspired (sort of, it started as an outrigger for a shuttle), that huge upturned bowl is a shield to prevent accidents to the rest of the "unmodeled" landscape. As you can see it's all still in grey primer, don't know what to paint with... ;)
Polygon count is on the 30-40k region, a lot of lathes, splines, lattice modifiers and regular polygons with some booleans, extrusions and bevels thrown into the mix.

Some closer shots of the central models: here and here.
[img=left]http://img.photobucket.com/albums/v206/ ... iggado.jpg[/img] "You know, it's odd; practically everything that's happened on any of the inhabited planets has happened on Terra before the first spaceship." -- Space Viking
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salm
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Re: Modeling Comp WIP (second version)

Post by salm »

Warspite wrote: some booleans
he said the evil B-Word... the B-Word! Ruuuuuuuun!!!!
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dragon
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Post by dragon »

ok out of curosity what did you use to make that. And its an interesting idea.
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Shinova
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Post by Shinova »

dragon wrote:ok out of curosity what did you use to make that. And its an interesting idea.

Looks like Max to me. (Looks like a skylight)


Most of the people here use Max, I bellieve.
What's her bust size!?

It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
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salm
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Post by salm »

dragon wrote:ok out of curosity what did you use to make that. And its an interesting idea.
yeah, i think it´s max. wanna try it? get a trial version here:

3DS Max Trial

Shinova wrote: Looks like Max to me. (Looks like a skylight)


Most of the people here use Max, I bellieve.
antares uses blender and julhelm uses milkshape.
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Warspite
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Post by Warspite »

Shinova hit it on the spot, Max 5 to be exact.

And what's wrong with booleans????? :)
(And when will Discreet get decent algorithms for error-free shapemerges????)
[img=left]http://img.photobucket.com/albums/v206/ ... iggado.jpg[/img] "You know, it's odd; practically everything that's happened on any of the inhabited planets has happened on Terra before the first spaceship." -- Space Viking
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salm
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Post by salm »

Warspite wrote: And what's wrong with booleans????? :)
they tend to give you a whole bunch of weird edges and vertices where there shouldn´t be any, somethimes screwing up your smoothing groups.
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Antares
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Post by Antares »

salm wrote:
Warspite wrote: And what's wrong with booleans????? :)
they tend to give you a whole bunch of weird edges and vertices where there shouldn´t be any, somethimes screwing up your smoothing groups.
That's right. At least in Blender a mesh is fucked up after applying boolean operations to it. The mesh still looks good afterwards, but using subdivison surfaces with such a result it's getting horrible.

But don't have those words influence your motivation Warspite. You have to be happy with what you are doing and nobody else :)
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Warspite
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Post by Warspite »

salm wrote: they tend to give you a whole bunch of weird edges and vertices where there shouldn´t be any, somethimes screwing up your smoothing groups.
Yeah, I try to go easy on any operation (boolean or shapemerge). In this case I used one shapemerge on the ship (to make a cargo door), and a boolean for the two tanks on the concrete shield, and the square area for the tower, the rest was with poly manipulation.


What do you think is better, detach faces where you're going to operate, or operate directly on the geometry?
[img=left]http://img.photobucket.com/albums/v206/ ... iggado.jpg[/img] "You know, it's odd; practically everything that's happened on any of the inhabited planets has happened on Terra before the first spaceship." -- Space Viking
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