Author Topic: How do I create a ship?  (Read 3269 times)

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Offline HotSnoJ

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Quote
Ok, blender ****s with the PCS conversion. Don't use it.


What!! :confused: Blender doesn't even save in COB! I do admit that its not good for the placement of the sub-objects though.
« Last Edit: February 27, 2002, 07:15:46 am by 516 »
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Offline Jabu

  • One of our many cases
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Well duh.

Blender will NOT fuxor anything up, IF it's done right. If you mess around like a proverbial hippo you'll end up with crossing polys, extra verts, non-flat polys and crap like that. Those are what **** up conversions.

You DON'T do subobjects in Blender. The hierarchy for .dxf models is totally different from .cob, and you WILL end up with a fuxored up ship.

Besides, Maya owns both LW and MAX, but damn it costs a hefty load. Lightwave owns MAX, in modeling, animation and rendering, as soon as you learn to use it properly. And no ghey icons either.

 

Offline HotSnoJ

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I'll admit that I have not made a successful ship, but alls I said was bleder good for the modeling and something like truespace used for the object placement. Although you do need to make the parts(ship, engine stuff, and sub-objects) seperat files to do make it.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

  

Offline LAW ENFORCER

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