Author Topic: Hercules Mk1 WIP(?)  (Read 5701 times)

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Offline KillMeNow

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oh jsut noticed you are acaully sud devising the mesh - as i said before press the tab buttong for LW's mesh smooth
ARGHHH

 

Offline mikhael

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Originally posted by KillMeNow
oh jsut noticed you are acaully sud devising the mesh - as i said before press the tab buttong for LW's mesh smooth


Yeah, I've not been using the MetaNurbs tool at all.  what I've been looking for is something like the Max mesh-smooth modifier (that stack thing is pretty groovy) or on the other end of the scale, Truespace's "Smooth Quad-Divide". Subdivide->Metaform seems to give me much closer to what I want than Metanurbs.

I've read the manual about nine times and a bunch of tutorials, but I can never seem to get MetaNurbs to do what I want. Your mention of weight maps, however might be just what I need. :D
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Offline phreak

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we need to jumpstart a certain IW2 project, once i get my school and SCP stuff done.
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Offline KillMeNow

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what version of lw are you running? as while basically teh same thing its not been called metanurbs for a while
ARGHHH

 

Offline mikhael

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Originally posted by KillMeNow
what version of lw are you running? as while basically teh same thing its not been called metanurbs for a while


LW6.0. Its listed as Subpatching in my books. When I took that class at the college, we were transitioning the CG lab from LW5 and LW4 to LW6. The instructor still called it "metanurbs".

Man, I miss those days. :D Class was fun.
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Offline mikhael

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Originally posted by PhReAk
we need to jumpstart a certain IW2 project, once i get my school and SCP stuff done.


MMmmmmm. FS in the Flux engine. That would be DIVINE. :) Shame we don't have source access to THAT. ;)
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Offline KillMeNow

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where did you go for training? i'm currently looking into getting some 3d training at the moment

anyway its a nice model - good attension to detail - maybe one day i will give it a try sadly though my skills at making things like this aren't so good - i seembetter at organic modeling these days
ARGHHH

 

Offline mikhael

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Originally posted by KillMeNow
where did you go for training? i'm currently looking into getting some 3d training at the moment

anyway its a nice model - good attension to detail - maybe one day i will give it a try sadly though my skills at making things like this aren't so good - i seembetter at organic modeling these days


The Arts program at the university where I used to work had a few CG classes. CG1 was Photoshop skills, CG2 was 3d stuff. To get into either, you had to take the first two years of the Arts program--or be a member of the university staff. ;) I fell, naturally, into the latter group. I think I've shown some of the silly stuff we did here before (like my walking Beyer's Scarab beetle)
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Offline Stryke 9

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Originally posted by PhReAk
we need to jumpstart a certain IW2 project, once i get my school and SCP stuff done.


Oh, man, yes.

The I-War engine was godly, and perfect for a FS conv. Fact, the poorly-designed mission setup (go out, raid 200 of the same freighter, do it again, blow up something, come back, get blown up by something bigger than you, restart, raid 200 more freighters) and the irritating characters who WOULD NEVER SHUT UP were the only things wrong with it. So, transplanting FS, whose engine, etc. were its weak points, would be perfect. It'd be like taking Einstein's brain and putting it in a giant robotic body with laser beam eyes and the ability to crush a tank between two of its fingers.

 

Offline Galemp

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Originally posted by Stryke 9

 It'd be like taking Einstein's brain and putting it in a giant robotic body with laser beam eyes and the ability to crush a tank between two of its fingers.


:lol: :lol:
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Offline Nico

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Originally posted by KillMeNow
if you want part of teh model to remain close to the low poly mesh shap but smoothed out slightly there are afew optiosn in lw first weight it - simple and effective  or subdeivde the mesh itself using faceted settings sam result but less customiseable


you can also do a small chamfer to the edge or vertex you want to stay sharp just applying the sub D
SCREW CANON!

 

Offline mikhael

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Originally posted by venom2506


you can also do a small chamfer to the edge or vertex you want to stay sharp just applying the sub D


See, chamfers and fillets are exactly the effect I'd like in some places. I got started way back in the day with AutoCAD. You could chamfer/fillet adjoining polys and specify a radius, and voila, perfect fillet or chamfer. I can't quite make sub-d do that the way I want yet. That's an area for more study.
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Offline Nico

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you don't get what I mean. mmh, in 3dsmax , meshsmoothcreates a curve between the edges or vertex of the mesh, stratingfrom the point thatis the middle of a line you'd draw between those two edges or vertex. this point is the highest point of the curve I doubt that makes any sense, but it's not the important point ). that means that when you apply a mesh smooth, the mesh is curved, but it's "shriken, in a way. rather than creating new curves, if you want, it "cuts" the angular parts of the mesh away. so the more you havepolygons, the less it'll cut away. originally, all my meshsmoothed models were ugly coz the non meshsmoothed mesh had too many polygons already. So, for meshsmooth, the less polys, the better usually, that's an important rule I had to find by myself (along with the "you must make quads whenever you can" rule. damn teacher, could never tell us that :doubt: ).
BUT.
you want a sharp area in your meshsmoothed mesh. I believe subD must work the same, coz I see no other way ( save if sub D is like tesselate and not meshsmooth :P -tesselate works the other way around, it adds curves instead of removing angles, and it still works best with as few polys as possible ).SO if you followed what I say, if you add more polys, the edges/vertex will be closer the ones from the others, right? the closer the edges, the smaller the curve will be, to a point that   it'll look like a corner.
try that: make a cube, and extrude one of the face of a very tiny amount ( so you can almost not see that it's extruded when you see the full mesh ), then apply the subD ( the one that smoothed the mesh, heh ). one side should be like a sphere, and the other one about flat. if you want a chamfer in a meshsmoothed mesh, chamfer twice ;)
SCREW CANON!

  

Offline KillMeNow

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it works that way in lw too i've played with mesh smooth in max and its exactl the same well not exactly but the exact same principle behind it
ARGHHH