Author Topic: Cornerian Fighter (Unrelated to Shadows of Lylat)  (Read 1519 times)

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Offline Kiloku

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Cornerian Fighter (Unrelated to Shadows of Lylat)
Hey guys. I just started making my first ship, which is based on Bill's Cornerian Fighter from Star Fox 64 (Lylat Wars, on Europe). It's a bit ugly, but I'm trying :P
I'm not making it optimized for FS2 at all, but maybe later I'll learn how to do that.




I just want general opinions, and maybe hints on how I can make it better, I'm kinda noobish at 3D modelling, but willing to learn :D

Potato!

 
Re: Cornerian Fighter (Unrelated to Shadows of Lylat)
Its a really nice start. I would suggest looking at how the shapes on the fighter flow into one another. I found when I first started 3d modelling my work looked like virtual 3d models. The problem with a model looking like a virtual 3d model is that it's obvious and ends up being a bit uninteresting. Usually the problems happen when:

    -there are too many lines going to one point

    -the triangles are obvious, even when smoothed

    -shapes appear out of no where, as if they are where extruded

In your case I think the problem is mostly extrusions. It might help if you take a step back from your fighter and identify where the visual energy in your model is going and decide how to make it flow better. Then keep adjusting vertices until it feels coherent and alive (in a sculptural sense, not actuall alive like an animal). While you're doing this, make sure you look at it from all angles. These things are three dimensional.

Good Luck!


  

Offline Aardwolf

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Re: Cornerian Fighter (Unrelated to Shadows of Lylat)
"Lively" would have been a better word there. And yeah, even if you start with extrusions, you've got to make them fit with the model. Bevel or chamfer the edges, make edge cuts, etc. The most important thing of all, is

Never be satisfied until it looks like what you want it to look like

Good luck with your modeling.