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Modeling Comp WIP (second version)
Posted: 2004-09-28 01:17pm
by Warspite
With so few days to go for the deadline, I scrapped my previous work, and started on this...
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.
Re: Modeling Comp WIP (second version)
Posted: 2004-09-29 06:56am
by salm
Warspite wrote:
some booleans
he said the evil B-Word... the B-Word! Ruuuuuuuun!!!!
Posted: 2004-09-29 07:17am
by dragon
ok out of curosity what did you use to make that. And its an interesting idea.
Posted: 2004-09-29 07:37am
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.
Posted: 2004-09-29 07:56am
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.
Posted: 2004-09-29 08:08am
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????)
Posted: 2004-09-29 08:21am
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.
Posted: 2004-09-29 08:30am
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
Posted: 2004-09-29 08:36am
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?