Author Topic: First model  (Read 3022 times)

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I thought I'd try my hand at modelling. It's a destroyer, longer but more slender than an Orion. It was made in Sketchup and isn't really finished, but I thought I'd see what ideas other people can come up with (especially the flat bit on the top and the main engine). Thoughts?








 

Offline Snail

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It looks a little too "small" to be a destroyer. By "small" I don't been literally "small," I mean it just looks like it would be something smaller. But it's a very good first model nonetheless.

BTW, how many polys?

 

Offline takashi

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carrier/freighter would be an exalent desigantion. loot at the pvfr bes...and looks at the fighterbay you stuck on there....

 
Sketchup says 431 polys, but considering it said >3000 at one stage I think something may be wrong! The geometry is screwed in a lot of places, which adds lots of unnecessary faces, and this is not helped by the fact that you can't manipulate or merge individual vertices in Sketchup.

What class do you think it should be? It may be too spindly to be a destroyer, given that most FS designs are large, solid blocks rather than solid blocks that have had bits grafted on to them. :p

 

Offline takashi

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see previous post.

or take this answer:


carrier/freighter hybrid.

 
The hangar isn't really big or deep enough to be a carrier - my idea was a strike destroyer: a fast ship that can move in to engagement range, launch maybe 4-6 wings of escorts and pick off smaller targets quickly.

  

Offline Turambar

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cool design, i'd do something with those vertical fins that flows better with the shape of the ship, and i'd make the head and rear agree with each other more (instead of one is round and the other is pointy)

nice so far!
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First revision. I added another hangar on the top, made the nacelle-like structures a bit more rounded, and moved the vertical fins on to the main hull instead of mounting them on struts. It looks a bit sleeker now and I completely rebuilt the geometry around the bottom hangar bay. Stands at 2736 triangles now. :)








 

Offline Snail

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I liked them on struts more than the current.

 

Offline Prophet

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Break down the engine in to smaller ones. If it's a destroyer, then it's going to be one gigantic flame...
And the big curved "hood" is way off. It needs something more detailed and less beak like...
I also liked the fins more when they were on struts. And when the hangar was in the front you could pretend there was some purpose for their presence. Though generally I think its a better idea to have the fighterbay to the rear...
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I changed the fins to horizontal (they were originally there to shield the hangar and to provide extra space for mounting turrets) and tweaked some edges to give the ship a bit more bulk. The  Now the only thing I'm unhappy with is the main engine. It's not so much that the engine glow will be big - the Orion has the same thing after all - just that round and cylindrical doesn't fit in with the rest of the design. Not really sure where to go from here.


 

Offline Turambar

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break it up into a bunch of smaller squares, and make the side fins have  similar shape to the head.

coming along nicely
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Getter Robo G

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Honestly, I'm not feeling the design (but that's a non-issue).

But I want to go on record to say, for your first model that's freaking amazing!  :yes:

Looking forward to seeing you finish this and then do more stuff!  :nod:
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Offline Snail

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The reason I liked the fins on struts (and vertical) because they reminded me of the Hecate. They had two fins (though much larger) on struts vertically.

 

Offline Unknown Target

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Sketchup says 431 polys, but considering it said >3000 at one stage I think something may be wrong! The geometry is screwed in a lot of places, which adds lots of unnecessary faces, and this is not helped by the fact that you can't manipulate or merge individual vertices in Sketchup.

What class do you think it should be? It may be too spindly to be a destroyer, given that most FS designs are large, solid blocks rather than solid blocks that have had bits grafted on to them. :p

Don't listen to Sketchup's polycounts - export the model as a .3DS first, then read what the polycount is in the window that pops up :)

 
The reason I liked the fins on struts (and vertical) because they reminded me of the Hecate. They had two fins (though much larger) on struts vertically.

Yeah, that's what inspired me. I think I'll make another attempt on them in my next design, but all I want to change on this one now are the engines.

 
OK, here's the finished hull. I merged the fins so they flow with the hull a bit more, and changed the engine to something that fits in better with the rest of the design. Another benefit of this arrangement is that fighters using the rear hangar will no longer have to contend with engine wash. The final poly count for the hull is 2754.

I suppose texturing is the next hurdle (and something I have no idea where to start with). What do people tend to use? I reckon I'll stick with tile maps as UVs aren't feasible for a ship this size.

           
« Last Edit: March 28, 2007, 06:59:09 am by SadisticSid »

 
the second version looks perfect for a fighter........
Sig nuked! New one coming soon!

 
I've started adding turrets and mapping using Max... it's fairly easy to adapt to it once you have the basics of 3D under your belt. But boy, does Sketchup produce some nasty geometry from its exporter! 2700 triangles down to just over 700 ATM after a good old vertex welding. So evidently I'm going to need to add a lot of detail to the hull as well.