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Re: Modelling by reivanen
Posted: 26 Feb 2009, 04:31
by TheRegisteredOne
i wasn;t talking about concept drawings, those are useless. I meant is visualizing whatever shape you are making/excluding/insetting rather than just doing random operations to a cylinder
Re: Modelling by reivanen
Posted: 26 Feb 2009, 05:20
by MidKnight
TheRegisteredOne wrote:i wasn;t talking about concept drawings, those are useless.
concept drawings have their uses...
Re: Modelling by reivanen
Posted: 26 Feb 2009, 07:03
by TheRegisteredOne
drawings that look good on paper most likely won't look as good in 3d.
Re: Modelling by reivanen
Posted: 26 Feb 2009, 09:26
by Guessmyname
TheRegisteredOne wrote:drawings that look good on paper most likely won't look as good in 3d.
This is truth. The only exception is with schematics or character modelling (where it's practically necessary), and even then you need multiple angles (front, side and top for non-organic stuff). Even then, this only applies to higher-poly stuff or if you're doing historical mods. Some sci-fi franchises may have schematics, but they're often contradictory.
Re: Modelling by reivanen
Posted: 26 Feb 2009, 13:19
by reivanen
Its kinda pointless to argue about stylistic matters since everyone has an opinion and theres no right or wrong about such things.
What i am interested in hearing about though is how would you 'reduce the tricount without altering the appearance of the model' ? As already stated, lesser geometry is always better, but i won't cut down on geometry if that takes away detail. These are not solely meant to be spring units.
And about the issue of sketchup -> model. How is it extremely difficult? I thought the pro version can export models as proper object files.
Re: Modelling by reivanen
Posted: 26 Feb 2009, 14:35
by smoth
oh no there is. Models can definitely be irrefutably bad.
Re: Modelling by reivanen
Posted: 26 Feb 2009, 15:13
by Hoi
it's the modeling part, sketchup is good for noobs, but it's better to use a program like wings3d.
Re: Modelling by reivanen
Posted: 26 Feb 2009, 20:15
by reivanen
BOMber

Re: Modelling by reivanen
Posted: 26 Feb 2009, 20:17
by AF
that looks awfully familiar
Re: Modelling by reivanen
Posted: 26 Feb 2009, 21:13
by smoth
DISH wannabe :\
Re: Modelling by reivanen
Posted: 27 Feb 2009, 00:29
by MidKnight
AF wrote:that looks awfully familiar
smoth wrote:DISH wannabe :\
err............
gunperry + extra fan?

Re: Modelling by reivanen
Posted: 27 Feb 2009, 00:58
by smoth
no it is a dish wanna be.
Re: Modelling by reivanen
Posted: 27 Feb 2009, 14:48
by Caradhras
reminds me of a cat made flat
Re: Modelling by reivanen
Posted: 27 Feb 2009, 14:50
by rattle
flying tortoise toy... where's the remote?
Re: Modelling by reivanen
Posted: 27 Feb 2009, 16:52
by smoth
Caradhras wrote:reminds me of a cat made flat
from a rat with a bat,
Re: Modelling by reivanen
Posted: 27 Feb 2009, 18:25
by Guessmyname
smoth wrote:Caradhras wrote:reminds me of a cat made flat
from a rat with a bat,
that sat on a hat working out ├ó╦åÔÇáH lat
Re: Modelling by reivanen
Posted: 27 Feb 2009, 19:18
by rattle
Then it took a deep breath and said: "Where's all the the gore from the splat?"
Re: Modelling by reivanen
Posted: 27 Feb 2009, 19:30
by zwzsg
reivanen wrote:What i am interested in hearing about though is how would you 'reduce the tricount without altering the appearance of the model'
Keep the polycount even. That is, try as much as possible to have all faces having roughly the same area. Do not make an hyperdetailed tiny gun muzzle on a low poly fuselage.
Keep in mind some details belong to the texture and not to the geometry.
Never forget your model will mostly likely be seen from above, zoomed out fairly far.
Re: Modelling by reivanen
Posted: 27 Feb 2009, 19:33
by rattle
^ agreed
"I don't know, Mr. Rat, but take look at these trousers of yours, they look like they've been shat."
Maybe we should make a new thread.