Author Topic: Olympic Class **update 11/25/08**  (Read 15732 times)

Offline Villain

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Re: Olympic Class **update 11/25/08**
« Reply #160 on: December 03, 2008, 06:04:54 AM »
Also, kill the bevel effect on the windows ;)

Are you kidding? I think it looks beautiful with them, adds the depth to them rather than just looking like Bugs Bunny style paintings on a rock face.

The ship looks amazing dude, and it just keeps getting better and better.


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Offline moed

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Re: Olympic Class **update 11/25/08**
« Reply #161 on: December 03, 2008, 04:21:08 PM »
Also, kill the bevel effect on the windows ;)

Are you kidding? I think it looks beautiful with them, adds the depth to them rather than just looking like Bugs Bunny style paintings on a rock face.

The ship looks amazing dude, and it just keeps getting better and better.

Agreed, the bevel effect looks good.

Offline Darkthunder

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Re: Olympic Class **update 11/25/08**
« Reply #162 on: December 03, 2008, 11:56:49 PM »
I believe Adonis does know a thing or two about modelling and texturing. It's wise to listen to what he has to say imho.
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Offline Starforce2

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Re: Olympic Class **update 11/25/08**
« Reply #163 on: December 03, 2008, 11:59:43 PM »
Adonis may be good, but that doesn't mean his way is automaticly right or the only way to do it. Lets let the modeler decide, it's his ship.
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Offline Darkthunder

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Re: Olympic Class **update 11/25/08**
« Reply #164 on: December 05, 2008, 06:13:19 PM »
Adonis may be good, but that doesn't mean his way is automaticly right or the only way to do it. Lets let the modeler decide, it's his ship.

Ofcourse. And I agree with you. What I meant to say is that, I don't think it's right to dis' any members suggestions, just because you happen to think otherwise (as is the case with Moed and USS Prime).
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Offline Kirk

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Re: Olympic Class **update 11/25/08**
« Reply #165 on: December 05, 2008, 06:18:53 PM »
Please, show me how they, "dissed" his suggestion. They simply stated that without the bevel, it wouldn't look as good. Prime was just a bit more colorful.

Offline JimmyB76

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Re: Olympic Class **update 11/25/08**
« Reply #166 on: December 05, 2008, 06:20:46 PM »
perhaps everyone should hold off for now and wait for markyd to chime in with his thoughts based on everyones suggestions :)

Offline MarkyD

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Re: Olympic Class **update 11/25/08**
« Reply #167 on: December 14, 2008, 06:01:24 AM »
Thanks peeps,

I think the bevel will remain on the windows as it adds a bit of depth and does not look out of place or wrong in my opinion, the size of the windows on the secondary their placement and there hue still needs to be corrected though, the warp necelles have not been textures as I am planning on rebuilding them, thanks for all the ref's and all opinions and suggestions are welcomed.

I did not notice the lower section of the sphere needed to be straight, so that will be corrected, at the minute work is kind of manic, and i have no free time other than to eat or sleep, but will get back on track over the coming crimbo holidays  8)

Offline MarkyD

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Re: Olympic Class **update 11/25/08**
« Reply #168 on: December 20, 2008, 01:33:32 PM »
Im rebuilding the necelles, as the mapping just wont work for the bussards the way i have built it..  to be honest im kinda running into walls, so im gonna build some low poly stuff and uvw map them for insperation and to build a better understanding for the time being.

Offline DJ Curtis

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Re: Olympic Class **update 11/25/08**
« Reply #169 on: December 20, 2008, 07:57:40 PM »
can you describe the mapping problems?

Offline MarkyD

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Re: Olympic Class **update 11/25/08**
« Reply #170 on: December 22, 2008, 10:34:23 AM »
Thanks DJ,

ATM because the sides of the bussards are relatively flat, and the front very round, I am getting a skewed and streched effect on the sides, and its bugging me. I have tried various mapping planes and shapes but am either not happy with the result or when I am happy with the result im not happy with how the coordinates are being drawn out.  :(

Offline DJ Curtis

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Re: Olympic Class **update 11/25/08**
« Reply #171 on: December 22, 2008, 12:16:30 PM »
can you adjust the texture by squeezing it to compensate?

Offline MarkyD

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Re: Olympic Class **update 11/25/08**
« Reply #172 on: December 22, 2008, 12:25:19 PM »
Hmmm, i will give that a shot, thanks DJ, sometimes the obvious soloution deludes you ;)

cheers mate.

Offline limey BSc.

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Re: Olympic Class **update 11/25/08**
« Reply #173 on: December 22, 2008, 12:53:32 PM »
Could you not map the bussards as a sphere and the rest as a box?
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Offline MarkyD

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Re: Olympic Class **update 11/25/08**
« Reply #174 on: December 22, 2008, 01:02:05 PM »
I think tbh, i have been lazy in building them, they should be a sphere all round, at the min their kinda spherical at the front and flat on the sides. if i map as a sphere it works but not all angles, the bussards are detached for the min and im mapping them seperately from the rest of the necelle. also max keeps crashing and im getting frustrated...    :arms:

Thanks limey

Offline DJ Curtis

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Re: Olympic Class **update 11/25/08**
« Reply #175 on: December 23, 2008, 12:09:45 PM »
try reinstalling your video driver.  i know that once gave me terrible crashing problems.

Offline Aeries

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Re: Olympic Class **update 11/25/08**
« Reply #176 on: December 23, 2008, 01:13:19 PM »
Yeah, I've noticed Max is generally prone to crashes... wether I'm booleaning something [which more often than not, is actually the cause of the crash...] Or anything else... :/

Offline DJ Curtis

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Re: Olympic Class **update 11/25/08**
« Reply #177 on: December 23, 2008, 02:10:15 PM »
i rarely use booleans any more.  the key to them working properly though, without max crashing, is to ensure that the two objects being boolean'd are fully faced meshes with no errors.  when those conditions are satisfied, i've never had max crash on me during a boolean process.

Offline limey BSc.

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Re: Olympic Class **update 11/25/08**
« Reply #178 on: December 23, 2008, 03:19:50 PM »
i rarely use booleans any more.  the key to them working properly though, without max crashing, is to ensure that the two objects being boolean'd are fully faced meshes with no errors.  when those conditions are satisfied, i've never had max crash on me during a boolean process.

Even with those conditions, I've had epicly failing booleans. I don't think Max 09 has crashed once for me.
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