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Everything posted by Darkwing
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Because the nacelles are made up of a bunch of cylinders to create this kind of bumpy shape thing. It's a bit of a trick I learned from studying one of Al's models a while ago
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Got a bit more done on the underside today. I must say, I do and always have loved AM's decal system
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The big thing for sake of ease is before you extrude the depth, have all the holes modeled first, that will save a bunch of trouble. Also, I'd make a new "grid" section for each place you'd put a hole, just so that the mesh isn't being stretched to much cause it does rely heavily on the 5 point patch
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I did this really fast and so it's a bit sloppy, but this only took me 10 minutes to model, texture, light and set up in the chor. I simply modeled the hole into the ceiling and then made another lathed object as the light and set it in the hole light.mdl
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I hate to say it, but their really isn't so much a "quick" solution. Personally, I'd model the hole in the ceiling and put the light in there
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trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
Hmmm, I just tried something that should be interesting to note. The distance of the camera from the model seems to have an effect on things, plus depending on the distance, the rows will alternate as to which is blurry and which is not -
trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
Heh. Well if that's the case, then how come mine works? I'm only using V15j. Have you tried rendering it in a chor like I did? Maybe it's a modeling window exclusive problem? Maybe it's late at night and I'm too sick to think...which is more likely the case -
trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
or scratch that, upon closer inspection, the numbers on the seats for every second row is blurry, but the whole row isn't blurry like it is for you EDIT: Here's a pic in the choreography view rendered as a PNG with a 9 pass multi-pass: -
trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
Works fine for me -
trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
I suppose you could always re-export the decal under the same name, effectively replacing the old one and then closing the project and opening it again so that the new decal would load in its place. That helps me sometimes -
trouble with cookie cut decal
Darkwing replied to John Bigboote's topic in Work In Progress / Sweatbox
I'm no expert or anything close, but your normals are all correct? I know they can sometimes have weird effects. Are you rendering with multi-pass on? -
!!!! That's an impressive amount of splinework! ...and that's an impressive amount of impudence! Noone's under any sort of obligation to share their work with the entire world simply because they made it with A:M. And technically speaking, he did share with us. He shared his progress, pictures, ideas so that is all qualified as sharing. I know this is a bit trickier, but do you have any intentions on making some green, papery stuff with this model, or is it just goin on your trophy case of incredible models?
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Yeah, there are actually details on my nacelles, but they are washed out by the ambience and whatnot. As for what type of ship, it's my own design
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It's not out of a beta and picture would be really useful
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My goodness, you almost broke a million! That's incredible! You must have some powerful PC to be able to use that model
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Is it safe to say that this is probably the most intense model ever made with this program?
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be more specific, glow or ambience? Cause I've brought the glow down quite a ways but have actually increased the ambience. I like brighter nacelles, but I know they're not that bright in normal Star Trek. Course I do have the power of it being fan made on my side But yeah, nacelles need more work anyways, they're not quite done, but unfortunately the batteries in my mouse died and I haven't any replacements yet, so I gotta get more batteries to work on this (and other things) cause a track pad just doesn't cut it
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I intend to Jason. They're simple turbulence materials so animating them isn't that difficult. Ship's also gonna have the blinking lights on it to
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As per your usual, you never cease to amaze. I think what does it for me is the fact that you get things simplified down to things like 1 or 2 bones or sliders etc yet they make these fairly complex actions and things
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Thanks and yes I have improved over the last like 4 years, so at least something's come of it Still some rough spots but you'll probably only find them if you're really looking. Anyways, here's a new pic, playing around with ambient decals and lights