Author Topic: This time it's for real  (Read 48446 times)

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Offline Shrike

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This ship has nothing to do with MT, and everything to do with Storms and Sorrows.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Styxx

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Quote
Originally posted by Shrike
This ship has nothing to do with MT, and everything to do with Storms and Sorrows.


Yep.
Probably away. Contact through email.

 

Offline Nico

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Quote
Originally posted by StrykeIX
If you can't see it, it doesn't NEED fixing- y


her... yeah, of course if you set up lights so they will hide flaws ( which means that you can see them if the lighting is good ), you won't see much anyway, can just make again the GTD Cube then :p. Let see if professionals in videgames and movies would be pleased with that...
SCREW CANON!

 

Offline Stryke 9

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If you need perfect lighting to see the noticeable flaws in a mesh you're making, you probably  suck anyway.;)

At least, if you're using any prog I've ever seen...

 

Offline mikhael

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fix the flaws, so they won't show up at all in good OR bad lighting. Flaws, by definition, need to be fixed. If you've got them, you probably suck anyway. ;)
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Stryke 9

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Eh, when you get into subdivision and ****, there are gonna be seams, and there ain't nothin' you can do about it, unless you plan on spending 2-3 hours per little cluster of polys. They almost never show up, except in wireframe, they really don't do much, but they are technically flaws- you can see them if you use certain shaders, but you never use those shaders, 'cos they also highlight a lack of subdivision, so if, say, a sphere isn't at around 10,000 polys, it'll look all angular and messy.

 

Offline mikhael

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Quote
Originally posted by StrykeIX
Eh, when you get into subdivision and ****, there are gonna be seams, and there ain't nothin' you can do about it, unless you plan on spending 2-3 hours per little cluster of polys.


You don't already hand tweak your meshes to fix the flaws?

It doesn't take 2-3hrs. It take a few minutes. Heck, cleaning up all the degenerate polys in the Mjolnir (~2k polys created by booleans) only took an hour, may be 90min. When I work on the Herc engine pods (a true *****), I hand-tweak the mesh regularly to prevent flaws and clean up the ones that creep in. It takes long, but you don't get surpised down the road when a shader does something odd or you try to convert the model into a different format.

Besides: its easy to fix a broken mesh than it is to find EVERY POSSIBLE ANGLE that lighting can show your **** ups in an animation.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Stryke 9

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Maybe you have a different subdivision system than I do. In mine, you get down to about the third or fourth level of subdiv on an irregular surface, most of the polys start clumping along little cracks in the surface. They're practically microscopic, and you can seal up the big ones by welding, but all in all they tend to go through important parts where doing much of anything just ****s things up worse, including deleting them and sticking a patch in. And, like I said, they're invisible except under very specific circumstances. I think the only time they ever made real trouble for me was when I was trying to model a detailed face for closeups (and eventually had to scrap it, even though half the time I couldn't even see the seams), but maybe it's because I generally don't need to subdivide with what I do.

 

Offline mikhael

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Well yeah, I almost never subdivide polygons. I tend to hand model (by way of  the point-point-point-poly method) truly fiddly detail. You get finer control that way and now fruity polys where they shouldn't be.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Stryke 9

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No fun doing organic that way, though. Extrusion, lathing and all that not gonna help ya.:D

 

Offline Styxx

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Another update, not much else, but it's what I had time to work on today.





Probably away. Contact through email.

 

Offline wEvil

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ooo..purdy :)

 

Offline Nico

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Quote
Originally posted by StrykeIX
No fun doing organic that way, though. Extrusion, lathing and all that not gonna help ya.:D


bah, if you really want organic, you'll use splines ( or nurbs if you're not a max user :p )

As for the ship, it will rock I think.
SCREW CANON!

 

Offline Setekh

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Quote
Originally posted by Shrike
This ship has nothing to do with MT, and everything to do with Storms and Sorrows.


I suppose I'd better get on ICQ and ask you about this some time. :D
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

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Quote
Originally posted by Setekh


I suppose I'd better get on ICQ and ask you about this some time. :D


maybe you'll be more lucky than I was then :D
SCREW CANON!

 

Offline Shrike

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Quote
Originally posted by Setekh
I suppose I'd better get on ICQ and ask you about this some time. :D
I have the first four chapters in my email.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

  

Offline Ace

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Storms and Sorrows? *shrug* sort of reminds me of how one of the CWA ships in Nodewars would look like. :drevil:
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Zeronet

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I wonder if i can make truespace do high poly stuff. hmm
Got Ether?

 

Offline Setekh

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Quote
Originally posted by Shrike
I have the first four chapters in my email.


Cheers :)

Oh hey, Styxx, I really like the antennae on destroyer-img11.jpg. Just thought I'd tell you. ;)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Shrike

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They used to be a bit more gunlike.  I guess he changed them after I suggested he use them as some kind of AA gun.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.