Zoom! Jedi Starfighter
Right, this tutorial looks cool. Learning some polygon modelling techniques and most of all - texturising! (Can you tell I know nothing about it? :p )
Ok, so I've blocked out the basic shape of the cockpit and wing. From the pictures, you can see I've gone from a bit of a plain-yet-messy mesh to a nice clean one with three edges per corner so that when I come to smooth it will have nice sharp corners. Next up is extruding the wing and putting in the flappy bits (yes that is a technical term). Before split-fast http://img.photobucket.com/albums/v2...odder/WIP1.jpg After split polygon treatment http://img.photobucket.com/albums/v2...odder/WIP2.jpg |
Nice start Zoom!:beer: Can't wait to see the finnished product!
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Cheers THX!
I've only done a bit more so far; I've extruded it: http://img.photobucket.com/albums/v2...odder/WIP3.jpg Here's a pic of it converted to SubDs. It doesn't look right to me; too many dark areas. I'm totally new to SubDs so is this correct, and if not can anyone help? http://img.photobucket.com/albums/v2...odder/WIP4.jpg http://img.photobucket.com/albums/v2...odder/WIP5.jpg |
I reccomend sticking with poly's, Sub-D's can be very fustrating to work with, especially on a project like yours.
Just curious, does the Star fighter tut require you to convert to Sub-D? |
if i were you i would make the entire thing in polygons, model only the half and use a mirrored smooth proxy so that you can see the end result better.
If you are making some gamemodel i would use an instance (duplicate==> optionbox). good luck ;) |
Have you hit 3 after you convert to Sub-d by chance?
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THX: Yep, Kurt converts to subDs quite early in the project. I don't really have a clue about them; all I know is I prefer working with polygons! I'm going to go with it though, and perhaps model it again in polygons to see which I work best with
mastone: thanks for the tip! I'll probably duplicate it near the end as I have some image planes for reference Kurt: I can't believe I missed that! I've hit 3 and it looks right now :) Just out a subD-newbish curiosity, what are the advantages of SubDs? Thanks for the help guys :) |
Well, they are more of an alternative to Nurbs surfaces as oppsed to polygons. Here are a few text book reasons.
#1. They can exist on arbitrary topology, such as polygons surfaces, bypassing the difficulity of creating a form in four-sided patches ( Nurbs ). #2. They are smooth and continuous, like Nurbs surfaces. They do not have the problem of creating a faceted look, as polygons do. #3. They allow a hierarchy of as many as 13 levels of detail, which allows isolated areas of highly detailed modeling and allows binding at base levels. Hope that makes sence to you. |
Cheers that does make sense. I guess I'll go with the subDs for the tutorial and see if I like them or not :)
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If you're planning to improve yourself as an artist then you should really throw yourself at stuff you aren't comfortable with. At first in Escape, nurbs seemed like the enemy- so hard to work out at times with curves and tangency and birails and all the rest of it. Now I know how powerful they are, and have a bit more practice with it, they are an option for future projects :)
Keep at it mate |
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