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Old 01-09-2005, 08:40 PM   #1
t1ck135
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Default y-wing model

Just thought I'd try some quick modelling so I have a model to practice texturing/bump mapping with. It'll also keep me busy until the next challenge

Here's the start of the main body (30th August)

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Old 01-09-2005, 08:42 PM   #2
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and here's asome updates from yesterday (31st august)



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Old 01-09-2005, 08:44 PM   #3
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managed to get a couple of hours in tonight to add the basic wing shape and add a little more detail on the body



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Old 01-09-2005, 10:01 PM   #4
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Started blocking in the cockpit section. Still needs the underside moving into a basic shape.



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Old 02-09-2005, 04:37 PM   #5
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Any c&c's are welcome btw, I'd rather know now if I was doing something wrong or not very well

I've blocked it in a bit more and started on the basic layout of the engines. Will have to wait till after the weekend for more updates



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Old 02-09-2005, 08:33 PM   #6
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I found this on google it may help you


Jay

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Old 02-09-2005, 08:40 PM   #7
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Would help if I attached it
Attached Thumbnails
 
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Old 03-09-2005, 08:29 AM   #8
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cheers for that Jay, I've got a version of that but it wasn't quite as detailed. Some of the areas are a little more visible now

I've also got lots of googled reference pics from various models (think they were taken at exhibitions of the originals or something) but each has slightly varying layouts. An example is directly behind the astromech droid on the originals there is a little gap before the next raised structure. On the technical plans however this is missing.
I think it'll be a hybrid of them all - maybe a 'mark 2a' model
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Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Old 03-09-2005, 06:08 PM   #9
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Love the model, its very detailed. How are you going to get a smoother look withought distortion of the shape? The only thing I can think of is soften/harden normals. Good work, cant w8 to see some more progress.

Cheers,
,Matt
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Old 04-09-2005, 11:05 AM   #10
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thanks for the comments matt

I'm not too sure to be honest, it'd be nice to find out what other people do/have done/suggest. I think the model may have only a little more detail added once the other bits are in and then it'll be textured.

Depending on how that goes I might mod it to be high poly and add in all the required extra detail including bevelling the edges etc...

Good idea with the soften/harden though, I'm using it now
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Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Old 04-09-2005, 01:53 PM   #11
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Cool! Glad I could help!

Cheers,
,Matt
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Old 05-09-2005, 07:43 PM   #12
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last update for a while as the new challenge forum is up...

slight additions to the head of the ship:


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Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Old 06-09-2005, 07:42 AM   #13
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Damb Jay. I would love to work along side of you some day. One thing I would have to say and this is not going into detail with the Y-wing. Play with cutting edges with a box and then hitting smooth mesh. Your model is coming along very well. My only concern is with bringing it to high poly. Do you work with games? You seem very compitent low poly. The closer the edges the sharper the corner.
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Old 06-09-2005, 02:14 PM   #14
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Cheers for the input Rick, much appreciated

Think I'll have a play with smoothing the mesh and see how it goes (between working on the new challenge).
I'd love to work with games (or any 3D for that matter) but this is just a hobby. Need to learn loads more, model loads more and then eventually create a demo reel before anybody will even be vaguely interested (and there's still no guarantee).
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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Sep/Oct Challenge 2005 Entry and W.I.P
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Old 06-09-2005, 04:36 PM   #15
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Very good start anyway. Very clean. Jay, I re-read your post and saw that it was google search. Haha. I thought it was from a project at Outlaws.
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