Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Warp Shadow on September 09, 2007, 02:20:53 pm
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Hey it's me again. I really feel a little [read, A LOT :sigh:] embarrassed posting this trash with the titan and oddgrim cruising around the boards [ :shaking:] but I guess it's necessary. The first model I worked on was shabby, hackneyed, duct-taped together and generally a huge mess but as it actually looked somewhat good it was a source of pride to me. I could actually make something that looked halfway decent. The problem was though, I used a lot of smoothing and quadrilaterals so when it was imported into game it was triangulated and set solid. It, looked, TERRIBLE! Even the simple cockpit view. I am not going to go through the process of making it look good, favoring instead making another, completely different model that hopefully will be better. After seeing the amazing modeling on this board I figured you guys could give me some advice on how to make this second model better [excluding smoothing and triangulating, I already have those figured out]. I mean just general tips. Oh and don't be fooled by the name. This abomination was never intended as part of a universe so flawless as freespace.
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It's not a bad fighter , looks very speedy , like a interceptor or scout.
I took a quick look on your model an first tings first : Do not trust the smoothing in blender since it will be lost in the conversion process. .. Myself I'm terrible at making bombers , fighters. :P
No one shouldn't be afraid to post their models here , such a friendly community here.
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Could you post a picture? Not everyone here uses blender.
(To be honest I don't USE ts3.2 for real moddling, just kitbashing/tweaking anyway)
And don't be embarrassed, damn few people are worse at 3d than me! :nod:
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I can show you some pictures of it when is wasn't smoothed...
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lol, you don't need to be so hard on yourself - it's pretty cool for a first model. :)
Just keep at it and you'll get the hang of how it all works. At this stage I'd recommend you avoid smoothing models, and instead just smooth curved areas with a bit more geometry, since as Oddgrim has said: smoothgroups won't be saved when you go through whatever conversion process you're using.
(What process is that incidentally? Do you export the model as a .x or .3ds or something, and then save it as a .cob using 3d exploration or some other process?)
I do also have a little technique for keeping surfaces flat that you may find useful:
If you have a surface (usually two triangles making up a quadrilateral) that has a bend in it, and you want it to be flush, a trick is to use the mouse middle button (in isometric view) to rotate your view around until you have two of the 4 verts in the same spot. Of the remaining two verts, you just pick one to constraint-drag (along the X, Y or Z axes) into alignment with the other three verts.
(Have a read of this if you're not sure how to use constraints while moving: http://www.hard-light.net/forums/index.php/topic,42815.msg879403.html#msg879403 )
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/SurfaceFlattening.jpg)
I used this technique just now on your model, so you can see the effects side by side: :)
(http://sectorgame.com/ti-file-dump/VasudanAdmiral/SurfaceFlatteningExample.jpg)
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(http://funkyheart.com/images/stories/Borat/verynice.gif)
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:wtf: oooookaaaaaaaaaaay theeeeeeeeeeeeen..............................................*turns back, slowly walks out then breaks out into a run after three steps* thank you vasudan admiraaaaaaaaaaaaaaaaaaaal!!!!!!
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That actually looks very good.
Better than my first model, at least.
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It's not that bad at all, reminds me of the Preybird from Star Wars EU.
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That actually looks very good.
Better than my first model, at least.
you made your first in truespace... your forgiven
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I'm not much of a fan of space ships with wings but not bad.
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I'm not much of a fan of space ships with wings but not bad.
Yeah, that doesn't really make sense, but a fighter without any lateral protrusions looks strange and simple.
Anyways, I think it is a very good first model, better than mine at least. Maybe add a bend at the end of the wings? But overall a good design. What role did you think it might play?
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Well, it wasn't really supposed to play any specific role. It was more of a tutorial/alpha testing ship. It's the end product of learning blender and I was going to use it as a test ship [that can equip every weapon and has it's stats changed like crazy]. If it actually had a role though, the closest it would come to would be a reconnaissance/intercept craft. I'm working on a much better one that I have planned out before hand and I wanted your opinions and advice so that the next one wont suck! :ick:
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Sort of looks like the (Ezechiel?).