Author Topic: I want my baby back, baby back......  (Read 4480 times)

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I want my baby back, baby back......
Whats annoying is the BSG's length. The show (old/new) exagerrated the tube distance. The tube is probably no longer than a hundred feet I think.



 

Offline Getter Robo G

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I want my baby back, baby back......
Actually, in the old one they had only 5 tubes per pod and they were angled. That way you can get longer distance.  Re-watch some of the episodes, though the tunnels are long, it is totally feasible with that degree of angle, however that means the loading is done on the far side of the pod as the tunnel would go halfway under the width of the bay (again not a problem) just use elevatorsand make the flight deck under the bay towards the ship sides, OOPS that would be the OLD series.. my bad... But it made sence then.
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Offline KARMA

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I want my baby back, baby back......
yes, the middle split is useless (unless you want to mirror textures), and it also seem like there are 2 parallel, close splits instead of only one.
There are some more apparently useless splits, on the top of the hangars and on the arms that connect the hangars to the main body
IMHO you can reduce the number of segments on the engines: it seem that, considering their sizes, they are more segmented compared to other areas.
The same could be said for the middle of the main body
« Last Edit: February 18, 2005, 07:20:58 pm by 433 »

 

Offline Nuke

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I want my baby back, baby back......
thats why i almost never mirror model my ships. then theres all those faces in the front where its supposed to be flat (an example of max putting things where its not supposed to).  if your using symetrical tiles   you can get rid of it, however if you are trying to minimize your texture usage, yoyu could uv up to the next line over and map the other side on top of the mirrored equivelent in the uv map. i could do that in truespace but i havent a clue how it would be done in max.
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Offline StratComm

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I want my baby back, baby back......
In my experience mirror modeling doesn't add all that many polygons.  It does add a few, but since most ships usually have a seam for at least most of their length th places where it is appplicable far outweigh those where it isn't.  The extra faces can be removed at the end if they are a real problem.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nico

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I want my baby back, baby back......
Quote
Originally posted by aldo_14


Need to convert models as editable mesh with Styxx' plugin, though; I never really felt a need to use editable poly (etc) for modelling in all honesty.

 Except for auto-welding after a split & mirror, of course.



:doubt:  Never seen that happen myself.  sure you've not ticked a split box or something by accident?


Yeah, that's what it says in the txt, but I had no trouble converting poly based objects :confused:
And, really, I suggest you try them. I never really felt I needed them either until I really tried. I've tried about 6 or 8 month ago. I've NEVER come back to edit mesh after that :p
Why do you need to go to poly to autoweld after a split and error? in edit mesh, you use weld selected, and you type 0, and it works as well.

Karma: nah, 3ds autotriangulates. Don't forget it's a 15 years old format, from a DOS prog ;)
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Offline Taristin

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I want my baby back, baby back......
I only use edittable poly mode. Even when converting to pof, because like Nico said, poly works too. (better, for me, in fact)
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Offline Roanoke

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I want my baby back, baby back......
All the tuts I've followed used editable poly, so that's what I use.

  

Offline Deepblue

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I want my baby back, baby back......
*jumps on bandwagon* I use editable poly too.