Author Topic: Baz1701 WIP's - Semi retired.  (Read 493428 times)

Offline Dawg81

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Re: Baz1701 WIP's
« Reply #3200 on: August 21, 2011, 10:15:57 PM »
TMP looks good on that Galaxy  :D
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Offline eclipse74569

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Re: Baz1701 WIP's
« Reply #3201 on: August 22, 2011, 12:04:00 AM »
Not bad there Baz!!! :)  I only wish I could be half the modeller that you, Wiley, and DJ Curtis are LOL
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #3202 on: August 22, 2011, 06:46:26 PM »
Other than the pendant, the nacelles are done.
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Offline DJ Curtis

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Re: Baz1701 WIP's
« Reply #3203 on: August 22, 2011, 10:42:47 PM »
Has a really nice Season 1-3 feel to it, Baz.  Well done.

I think the interhull needs a bit of work as it meets the edge of the saucer.  The transition looks a bit abrupt to me.  Other than that, are you manually separating smoothing groups?

Offline TheConstable6

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Re: Baz1701 WIP's
« Reply #3204 on: August 22, 2011, 10:59:09 PM »
Also the back of the neck could use some straightening up...this must be a hell of a ship to tackle! You're really top-notch  :)
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Offline WileyCoyote

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Re: Baz1701 WIP's
« Reply #3205 on: August 22, 2011, 11:05:55 PM »
Quote
Other than that, are you manually separating smoothing groups?
As I recall, there are a lot of smoothing groups/sections for the Enterprise-D.
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #3206 on: August 23, 2011, 03:57:43 AM »
I only use manual smoothing as I do nt like using mesh smooth or turbo smooth.

Still a little green in these areas.
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Offline MarkyD

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Re: Baz1701 WIP's
« Reply #3207 on: August 23, 2011, 05:26:20 AM »
I think they meant smoothing groups mate, not mesh smooth, And you are quite right. .  . I tend to add a "Smooth" modifier to the entire model, say normally at a setting of 28 or so, depending on the angles on the mesh. Then i slowly walk through the mesh and seperate Smoothing groups where needed.

Looking forward to seeing the remainder of the textures on your galaxy, it looks real nice.  :thumbsup:

Offline serverandenforcer

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Re: Baz1701 WIP's
« Reply #3208 on: August 23, 2011, 01:26:33 PM »
Also the back of the neck could use some straightening up...this must be a hell of a ship to tackle! You're really top-notch  :)

It just looks like he only needs to re-triangulate a few areas.  Not a biggie, and easy to do.

Offline Aeries

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Re: Baz1701 WIP's
« Reply #3209 on: August 23, 2011, 01:29:06 PM »
I tend to add a "Smooth" modifier to the entire model, say normally at a setting of 28 or so, depending on the angles on the mesh. Then i slowly walk through the mesh and seperate Smoothing groups where needed.

A tried-and-true method, fer sure. I usually use 40, myself, though. ;)

Offline starship

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Re: Baz1701 WIP's
« Reply #3210 on: August 24, 2011, 07:42:07 AM »
Looks excelent Baz! :thumbsup:

Offline baz1701

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Re: Baz1701 WIP's
« Reply #3211 on: August 24, 2011, 08:51:41 AM »
Had some mapping issues with the stardrive so decided to map DJ's on first then I can build my textures based on there alignment.
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Offline DJ Curtis

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Re: Baz1701 WIP's
« Reply #3212 on: August 24, 2011, 12:09:26 PM »
The area below the torpedo launcher where the interhull meets the engineering hull is a very tricky zone to map because the hull lines have to run straight through along the y axis.  The engineering section has to be mapped in a planar fashion from the top down, whereas the interhull has to be mapped planar from a side view.

As I recall, when it was mapped it was not possible to map the hull lines appear the same size, so I actually ended up pinching on of them at the end so that when it met the other one from the other map, they would appear to be the same size.  To clarify, this was a result of the way that mapping distorts textures depending on the shape of the surface being mapped.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #3213 on: August 24, 2011, 01:06:51 PM »
Cheers DJ thanks for the heads up :thumbsup:
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #3214 on: August 24, 2011, 07:37:10 PM »
Star drive mapped to DJ's now to start my texture.
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Offline sovereign001

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Re: Baz1701 WIP's
« Reply #3215 on: August 24, 2011, 07:43:13 PM »
Baz,

beautiful work, but i saw a picture on the previous page where you had the view on the top.. The nacelles look very very long and small.
This one i mean:
http://bc-central.net/forums/index.php?action=dlattach;topic=5769.0;attach=58112;image

Shouldn't it be more like this:

http://trekazoid.files.wordpress.com/2010/12/galaxy_dor.jpg

Could be if i open the pic it is normal, because i'm on the ipad now ;)

Offline baz1701

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Re: Baz1701 WIP's
« Reply #3216 on: August 25, 2011, 04:45:54 AM »
No fear the nacelles are scalled to the 6ft studio model. :)
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Offline MarkyD

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Re: Baz1701 WIP's
« Reply #3217 on: August 25, 2011, 04:52:38 AM »
Nice work, best of luck with your textures.  :thumbsup:

Offline Phoenix Bondi

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Re: Baz1701 WIP's
« Reply #3218 on: August 25, 2011, 05:52:21 AM »
 :yay: - looks amazing baz, have to remember that idea Map using some one else's textures so u can see if u got it right - Might be JUST wat i need to finish k7 and vanguard :D WOOT!!

Offline MarkyD

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Re: Baz1701 WIP's
« Reply #3219 on: August 25, 2011, 07:03:05 AM »
:yay: - looks amazing baz, have to remember that idea Map using some one else's textures so u can see if u got it right - Might be JUST wat i need to finish k7 and vanguard :D WOOT!!

I would use a mapping grid, apply it as a material to your model, then when you are mapping your object it will show any anomolies etc. Nice clean lines  :thumbsup:

Baz, what res are your textures?