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Author Topic: speeder WIP  (Read 12474 times)

Deepthought

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speeder WIP
« on: November 29, 2012, 09:50:54 pm »

This is a hovering speeder I'm working on (needs engine and seat).
Any thoughts? suggestions?

Thanks!
« Last Edit: December 01, 2012, 11:24:20 am by Deepthought »
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Deepthought

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Re: speeder WIP
« Reply #1 on: December 10, 2012, 06:10:04 pm »

well now i've added an engine. A texture is in progress. I finally got unwrap 3d working. I had to use an XP VM because it crashed on win7.
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kreator

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Re: speeder WIP
« Reply #2 on: December 11, 2012, 02:58:18 am »

Id like to see a wire frame of this please Deepthought.
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Deepthought

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Re: speeder WIP
« Reply #3 on: December 11, 2012, 08:07:23 am »

Here you go

edit: just finished creating a UV map, so i should have it textured soon.
« Last Edit: December 12, 2012, 07:01:28 pm by Deepthought »
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Deepthought

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Re: speeder WIP (almost finished!)
« Reply #4 on: December 13, 2012, 08:21:13 pm »

I've added a texture. now it just needs one thing... A seat!
« Last Edit: December 13, 2012, 08:22:49 pm by Deepthought »
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lppena

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Re: speeder WIP
« Reply #5 on: December 14, 2012, 05:24:22 am »

Starting to look better try adding a level of subdivision to smooth out those hard edges.
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davdud101

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Re: speeder WIP
« Reply #6 on: December 17, 2012, 12:14:30 pm »

Yup- I'm a big advocate of using the Edge Properties dialogue, too. I think it'll make this model even better yet.
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Deepthought

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Re: speeder WIP
« Reply #7 on: December 23, 2012, 08:04:36 pm »

So just subdivide the front part with shift-u?
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Deepthought

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Re: speeder WIP
« Reply #8 on: December 23, 2012, 08:18:01 pm »

I tried the whole thing. You don't want to know what it ended up looking like.
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RudySchneider

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Re: speeder WIP
« Reply #9 on: December 23, 2012, 09:22:45 pm »

"Good" subdivision modeling can look real nice, but it takes a lot of practice, and you need to understand how edge-loops work and where to place them.  Otherwise, models DO end up looking like disjointed blobs.  Of course, smooth subdivision modeling also usually means the polygon count goes up, which leads to longer render times.  But it can be well worth it.

If you're interested in subdivision modeling, I suggest you practice with some simple models to get acquainted with subdivision modeling, and I think there are actually a few Anim8or-related tutorials for it.
« Last Edit: December 23, 2012, 09:24:59 pm by RudySchneider »
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Deepthought

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Re: speeder WIP
« Reply #10 on: December 23, 2012, 10:37:21 pm »

I'll try to get the front a bit smoother. Say, does the current texture look too much like wood?
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Deepthought

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Re: speeder WIP
« Reply #11 on: December 23, 2012, 10:43:03 pm »

...oh yeah, quick question, deepthought. Is your username a reference to hitchhikers guide to the galaxy? Just wondering...

Yep. That series along with dirk gently is hilarious and NEVER gets old. Glad to see someone who recognizes it.
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Deepthought

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Re: speeder WIP
« Reply #12 on: December 24, 2012, 08:14:21 pm »

I end up using that quite a lot, to keep things symmetrical. I mirror join, then merge points, and there's the other half of your work DONE!

speaking of subdivision, editing the parameters doesn't seem to affect the number of faces produced.
« Last Edit: December 24, 2012, 08:18:39 pm by Deepthought »
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kreator

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Re: speeder WIP
« Reply #13 on: December 25, 2012, 07:10:45 am »


speaking of subdivision, editing the parameters doesn't seem to affect the number of faces produced.

Yes it will if you switch to wireframe and view it.
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