Darkwing Posted October 8, 2009 Posted October 8, 2009 Well, I'm attempting to model the BC-304. I am not a very good modeler, so if you give a piece of advice on something to change, you might have to tell me how Quote
itsjustme Posted October 8, 2009 Posted October 8, 2009 The only recommendation I have is to bevel everything. Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 i knew somebody was going to say that. this is my thing with beveling, if I can even get it to a good looking point I'll be happy, then I'll learn how to bevel stuff (cause I honestly have no idea how to right now, and I have no idea how it's gonna screw up my geometry!) Quote
HomeSlice Posted October 8, 2009 Posted October 8, 2009 very cool. great start! In some corners you can get away with setting the bias magnitude to a very small number, like 12 or 20, instead of beveling. It just depends on the area and how far away the next CP is. Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 ah, well, a lot of times my CPs are very far apart. anyways, here's a little detailing bit that I've gotten done before i hit the ol sack... EDIT: If anyone has some good front and back rotoscopes, I'll gladly take them, I'm currently modelining from a top, bottom, side and ortho view Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 very cool. great start! In some corners you can get away with setting the bias magnitude to a very small number, like 12 or 20, instead of beveling. It just depends on the area and how far away the next CP is. which magnitude do i use, in magnitude or out magnitude or both? EDIT: NVM, found it, and i didn't notice much difference when using it Quote
Eric2575 Posted October 8, 2009 Posted October 8, 2009 I was going to do a basic tutorial on beveling stuff. Do you want me to take your main ship hull and use it as my guinea pig for the tutorial? Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 sure, i'll upload the mdl if you want Quote
Paul Forwood Posted October 8, 2009 Posted October 8, 2009 i didn't notice much difference when using it You won't see much change in your mesh if you have already peaked your splines. Make a copy of your model first and then select all the CPs and hit "P", which will should turn all your splines to curves again. (It actually toggles between peaked and not peaked so if you had and curved plines they will become peaked.) Then try messing with the magnitude values. Nothing beats modelling the bevels into the geometry but magnitude can work in some situations. Quote
pixelplucker Posted October 8, 2009 Posted October 8, 2009 The crisp edges do look good on that object. How close are you going to render it and if its zooming around on a terrain you would never see the bevels. Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 i dunno. i don't really have any intentions with this model, i'm just building it to see if i am even remotely capable of modeling something that detailed. and yes, a lot of stuff is peaked, so that explains the magnitude thing. and i'll upload that mdl in a few minutes when i'm on the PC with the model. but essentially i want this to be a ship that you could zoom in really far if you wanted too. i also think i'll build an f-302 and give the ship a squad of 302's in the hanger bay Quote
pixelplucker Posted October 8, 2009 Posted October 8, 2009 you had a hole in the front, some missing splines so i tossed in some virtual bondo and patched it up for ya. I think if your rendering some close up stills then do some bevels. If it's zooming around it should look good as is. 304_a.mdl Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 yeah, i went to bed before i patched up the hole, which is actually what i'm working on now Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 so, this is a small update, but for being small, has taken roughly 2 hours! Ignore the hole!!!! Quote
steve392 Posted October 8, 2009 Posted October 8, 2009 Thats looking good ,is it a weeled or track thing ,or doese it fly .Its got some pretty serius firepower there Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 those, oh, no, those are just antenna for communications and sensors and things. and it`s a ship from Stargate. Well, I suppose now that they`ve been upgraded by the Asgard it has serious firepower, but I haven`t even started modeling any of the guns yet Quote
steve392 Posted October 8, 2009 Posted October 8, 2009 Oh gotcha I feel stupid now lol.Im a wee bit behind on that stuff ,graet modelling all the same Quote
Darkwing Posted October 8, 2009 Author Posted October 8, 2009 no biggie. i'm finding it difficult not having some proper rotoscopes, there's been a lot of guess work involved in this model Quote
Darkwing Posted October 9, 2009 Author Posted October 9, 2009 and here is my last render of the day. i unfortunate;y probably won't have time to work on this for days, but maybe by then there'll be a quick tut on beveling (no hurries though, honestly) This render sports some rail guns, so we can now blow stuffs up Quote
itsjustme Posted October 9, 2009 Posted October 9, 2009 Here is the beginning of a beveling tutorial that Yves made. Hope that helps. Quote
Darkwing Posted October 9, 2009 Author Posted October 9, 2009 thanks for the link to that tut, i'll see about implementing it on the model, and here's a quick update. i felt like working on some of the larger areas today. also, having a bit of difficulty with the hanger bays, because they have an awkward shape that is hard to determine from my rotoscopes. also, how do people render their pics with a noise filter, because i can't find a plain old noise filter in the post effects in the library Quote
photoman Posted October 9, 2009 Posted October 9, 2009 Im assuming by noise filter you mean AO (Amibient Occlusion) that white grainy render look. Try this Thread on how to do that. Photoman Quote
steve392 Posted October 9, 2009 Posted October 9, 2009 Ah ha now I see its a spacey thing ,looking good Quote
Darkwing Posted October 10, 2009 Author Posted October 10, 2009 Im assuming by noise filter you mean AO (Amibient Occlusion) that white grainy render look. Try this Thread on how to do that. Photoman ambient occlusion? why on earth call it that when the rest of the world calls it noise? Quote
photoman Posted October 10, 2009 Posted October 10, 2009 Im assuming by noise filter you mean AO (Amibient Occlusion) that white grainy render look. Try this Thread on how to do that. Photoman ambient occlusion? why on earth call it that when the rest of the world calls it noise? Its a technical name.... it calculates rays shooting off the object (model) and every time they hit another object (Another model or the same model) it calculates it as darker. The noise comes from a low sampling rate... I think thats right.... Been enjoying this WIP, Stargate is my favorite Scifi show. Photoman Quote
Darkwing Posted October 22, 2009 Author Posted October 22, 2009 so i haven't added anything to the model, but this is a test using that ambient occlusion: Quote
jason1025 Posted October 22, 2009 Posted October 22, 2009 so i haven't added anything to the model, but this is a test using that ambient occlusion: looking good. I recommend adding bevels where ever possible. at least on the wings. You can use the zevel plugin. Quote
Darkwing Posted October 23, 2009 Author Posted October 23, 2009 yeah, i think i'll use this model as an attempt at doing finer things like beveling. what;s the zevel plugin? actually, I didn't know you could add plugins in AM Quote
Darkwing Posted October 28, 2009 Author Posted October 28, 2009 i suppose i might work on this model today. my brother has the sketches for the spitfire so i'll probably work on this. maybe i can learn to bevel today Quote
pixelplucker Posted October 28, 2009 Posted October 28, 2009 Zevel work on 15g? Seems to crash on my system. Quote
Darkwing Posted October 29, 2009 Author Posted October 29, 2009 i wouldn't know, i'm still using v13 and have never used a plugin other then the pre-installed ones Quote
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