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On The Horizon Working on something? With a 2D or 3D app? Is it SF - Fantasy - Real world? Let's see it!
To post art for Battlestar Galactica, go to our sister site- Colonial Fleets |
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January 24th, 2005, 08:07 AM
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#1
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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Refit Enterprise Intermediate Model
After over a year of lurking, I finally have built up the nerve to post something myself.
I have been fiddling with the refit Enterprise (doesn't everyone?)-- and here is an intermediate model, done with Anim8or. It is full of glaring inaccuracies, but is more a testbed for learning HOW to make a better model.
Last edited by DeMosr; January 25th, 2005 at 08:22 AM..
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January 24th, 2005, 08:38 AM
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#2
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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You have done well with the overall shape. No glaring inconsistencies there. Smaller details are where more comments will probably come in.
What are those blue patches on the underside of the saucer?
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January 24th, 2005, 09:56 AM
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#3
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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The blue patches are I'm guessing cargo hold access panels, plus the landing leg panels. On some models, these are colored, including the fully painted Bandai model I ordered last fall. I've been going off it for much of the color scheme, although I've changed a few spots that I had found were wrong. I guess I missed the panels.
Eventually, as real life permits, I'm going to add the aztec pattern and various other details to the final model, wrestling with the detail devil on all the finer points. The main hitch I'm up against is keeping the poly count down. This model has 30,800 polys. I'd like to keep that count about the same, or no more than 40,000, on the final model. While I have an idea where to shave some off in spots, it's still a learning process.
Darrel
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January 25th, 2005, 06:26 AM
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#4
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TOS Gladiator Manager
Join Date: Nov 1999
Location: Seattle, WA
Posts: 2,069
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Looks very good. Always impressed when I see such good work with tools not in the mainstream on sites like this. Small suggestion - JPG or PNG images, a 2.3MB BMP image post is a bit much!
__________________
3d Gladiators division
"That which does not kill me simply postpones the inevitable"
My Site
My Blog
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January 25th, 2005, 08:22 AM
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#5
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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Oops!
about 61k -- much better
Darrel
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January 26th, 2005, 10:05 AM
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#6
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TOS Gladiator Manager
Join Date: Nov 1999
Location: Seattle, WA
Posts: 2,069
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Thanks!
I tried anim8or and am impressed with what you have done with it.
__________________
3d Gladiators division
"That which does not kill me simply postpones the inevitable"
My Site
My Blog
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January 28th, 2005, 08:03 AM
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#7
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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Just for comparison -- My first completed refit, a simple model under 2500 polys, the intermediate, and the very early work in progress of my final version.
Darrel
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January 28th, 2005, 09:08 AM
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#8
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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Ahh, here come the textures. A good looking progression.
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February 1st, 2005, 08:26 AM
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#9
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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(done with Anim8or)
Except for windows and one section of text, I think I'm pretty much done with the texture of the saucer. I've left the bottom panels white instead of blue in this version. Thanks for pointing this out, skyhawk223.
I've also begun the command deck.
Darrel
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February 2nd, 2005, 06:35 AM
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#10
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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I love the texturing and lettering. Coming along very nicely.
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February 3rd, 2005, 01:25 PM
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#11
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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(rendered in Anim8or .85)
The windows are done, and I'm experimenting with bump maps and lighting.
Darrel
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February 4th, 2005, 01:51 AM
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#12
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3DG Administrator Emeritus
Join Date: Oct 1999
Location: Jackson, MS
Posts: 1,960
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Wow - she's really looking nice!
The only thing I can see is that the outer edge of the saucer doesn't have many segments, but since this is supposed to be a relatively low poly model, that can't be avoided.
Besides, once you put her in a scene (or especially an animation) you won't be able to tell anyway.
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-= 3D Gladiators Administrator Emeritus and Long-Suffering Dallas Cowboys Fan =-
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February 4th, 2005, 03:19 AM
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#13
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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Maybe I'm being naive -- what is an acceptable poly count for a good model?
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February 4th, 2005, 08:09 AM
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#14
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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Are the doors on the side of the saucer texture maps?
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February 4th, 2005, 02:05 PM
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#15
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Guest
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Poly counts depend on what you want to use it for, what your computer is, and personal preference.. Personally I think that bigger is better, even on my old P133 I would have scenes of over a million Poly's, and models of half a mill..
I think it looks great, but if you want to do some close shots, like the ones of a saucer above, I would smoth it out a little more, beyond that it's one nice model
Ryoken
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February 4th, 2005, 02:33 PM
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#16
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3DG Administrator Emeritus
Join Date: Oct 1999
Location: Jackson, MS
Posts: 1,960
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On the other hand, those million poly models and scenes could take a few days to render - not exactly practical.
Darrel, I'm actually very impressed with your work so far - to make the saucer, which is probably the most polygon-heavy part of this model, look that good at such close range is amazing. I can't wait to see what you do with the nacelles - they always seem to be the tricky part.
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-= 3D Gladiators Administrator Emeritus and Long-Suffering Dallas Cowboys Fan =-
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February 4th, 2005, 03:24 PM
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#17
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Guest
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Yep.. As I said, depends on Use and prefrence.. And computer..
The old one that took my comp to a crawl in wireframe, I can now use in D3D without a problem, and that's a 300 000 Poly unfinished model.. My prefrence has always been modeled details over textures, and speed.. ( Mostly because I never could to textures anyway )
But if I ever wanted to animate anything, I would even with my current comp be screwed
Ryoken
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February 4th, 2005, 06:43 PM
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#18
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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Wow! A lot of people checked this out today!
Um, okay. Most of the saucer datails are textured, in the mistaken personal belief that this would make the model easier to work with. My intermediate model on the other hand was texture-free -- strictly materials only.
When I had tried to do even the Aztec pattern on the primary hull, poly count shot up around 20,000 -- this without the command deck, sensor array, or impulse housing.
My computer is now 4 years old. It gets cranky with models over 50,000 polys.
It was the best you could reasonably get for a PC -- 4 years ago.
As for the nacelle, I'm anxious to get to it. I really liked the way the simpler one came out...
Darrel
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February 7th, 2005, 07:02 AM
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#19
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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You were modeling the aztec pattern? Why not just use a texture map?
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February 8th, 2005, 05:33 PM
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#20
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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At the time, I hadn't ever used texture maps -- didn't know how.
By the by, are there ANY good higher res schematics of the refit online?
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February 8th, 2005, 07:53 PM
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#21
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Guest
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February 10th, 2005, 09:58 AM
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#22
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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February 11th, 2005, 12:33 AM
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#23
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Shuttle Pilot
Join Date: Jul 2004
Location: Missouri
Posts: 11
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I have been using the IDIC page as queues for texturing. I hadn't known about the other link, though. Thanks, Ryoken, skyhawk223.
A minor update -- I hadn't really liked the way the saucer edge looked on my model, and I took your advice on the saucer and redid it.
(created and rendered in Anim8or 8.5)
Like I said -- still learning how to texture properly. In the old version, the lettering wasn't textured -- it was a seperate mesh. The area on the texture map was only 100 pixels wide -- it looked worse even than the gangway hatch.
The new version I actually hacked out a section of the saucer and used UVMapper to make a new map for it, allowing the higher resolution.
__________________
Darrel
Sobre qiur tiem ni'etzu
Sa uichu na' ne, prae todaenos
Ropa dakh ni' uichu
Neheb ridakht i lacktu
Sohoch' no nakht bve
Last edited by DeMosr; February 11th, 2005 at 09:52 AM..
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February 11th, 2005, 10:56 AM
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#24
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Flight Instructor
Join Date: Nov 2000
Location: NY, NY
Posts: 2,216
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Very nice. Segments are no longer apparent.
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February 14th, 2005, 12:19 AM
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#25
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3DG Administrator Emeritus
Join Date: Oct 1999
Location: Jackson, MS
Posts: 1,960
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I've never been so impressed by something that simple...
Keep it up, man.
__________________
-= 3D Gladiators Administrator Emeritus and Long-Suffering Dallas Cowboys Fan =-
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