Author Topic: Modeling attempt: ID4 Attacker  (Read 13611 times)

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Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
Ok, I converted the model to quads and added a smoothing modifier. Kind of confusing since blender seems to render using triangles anyways.




What's the next thing to do?
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 
Re: Modeling attempt: ID4 Attacker
I would make your smoothing groups before you add any modifiers. I think you'd do it using edge creases. Fixing up your smoothing groups can go a long way towards making your ship look good, and it doesn't take much time at all.

 
Re: Modeling attempt: ID4 Attacker
I would make your smoothing groups before you add any modifiers. I think you'd do it using edge creases. Fixing up your smoothing groups can go a long way towards making your ship look good, and it doesn't take much time at all.

For Blender, that means to 'Set smooth' your model, add an edgesplit modifier and in editmode, Ctrl-E -> Mark Sharp edges that you would like to be sharp. If you see that too many edges are sharp after adding the modifier, increase the 'Split angle' or just disable 'From edge angle' altogether in the modifier.

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
I don't know what the word 'smoothgroups' means, in fact the word is quite scary to me. Thanks for the translation FSF. It turned out to be much more understandable than I initially anticipated. I implemented the edgesplit modifier and I think it looks better. I also refined the front and the overall geometry.






Are we ready for the next step or have I missed something?
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Droid803

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Re: Modeling attempt: ID4 Attacker
It still doesn't look smoothed yo'.
I still see dem facets.
(´・ω・`)
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Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
Facets? I don't know what that means!

I guess I don't get what I am supposed to be doing then.
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Droid803

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Re: Modeling attempt: ID4 Attacker


thx fsf
(´・ω・`)
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Offline Trivial Psychic

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Re: Modeling attempt: ID4 Attacker
OK.  From what I remember from the movie, the ID4 raider doesn't have anhedral wings.  The underside of the ship should be convex rather than concave.  Unless of course, this is some different class.
The Trivial Psychic Strikes Again!

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
Ok, so Zacam and Droid803 just set me straight on IRC. Apparently I was never using smoothing until now.







@TrivialPsychic
You're right. Actually the lowest points of the ship are the weapon mounts (which I have yet to model and add on) while the underbelly is mostly flat. Hard to get a sense of the thing with all those crafty curves.
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Trivial Psychic

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Re: Modeling attempt: ID4 Attacker
Well, you could always say that this is a newer variant.
The Trivial Psychic Strikes Again!

 

Offline rhettro

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Re: Modeling attempt: ID4 Attacker
It's getting there, a marked improvement over your first model.

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
Where did my teacher go?  :(

Ok, well it might be time to go renegade. Here's what I'm think is the next step:
Reshape the sides a little further up so that the bottom is not concave.
Add more detail to the top section, perhaps even that circular 'eyelike' piece along the side of the top?
Perhaps create an engine object to be added to the back part.
I'll probably end up doing these things in the next few days or so as time allows.
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
Aah watch out its got weapons!





I think the next thing is adding an engine object to the back.
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 
Re: Modeling attempt: ID4 Attacker
That looks a lot better.

 You could try adjusting the silhouette a bit to make it feel more high poly. I personally find that what really makes or breaks a model is the silhouette. For instance, I usually sacrifice polys on the finicky details glued onto the surface, and add a few more polys to, say, a cylindrical shape. That way at an angle you can see that the circular shape is indeed circular, and not an octagon or whatever.

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker






Should I start to think about UV mapping?
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 
Re: Modeling attempt: ID4 Attacker
Sure. It looks like you're in a good place, ready to texture. I would, however, try detaching those vanes at the back and cleaning up the surrounding geometry. I might help with the smoothing issues, and it won't make UVing any more difficult. Might even be easier.

 

Offline starlord

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Re: Modeling attempt: ID4 Attacker
Looks nice! I think there are a few differences with the movie cockpit though...

 

Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker





I need help texturing.  :lol:
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The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Droid803

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Re: Modeling attempt: ID4 Attacker
Yeah uh, don't texture using ms paint.
(´・ω・`)
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Offline bigchunk1

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Re: Modeling attempt: ID4 Attacker
I would never do such a thing!  :ick: This is paint.net 
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.