Author Topic: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010  (Read 21449 times)

Offline Aeries

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Re: Work In Progress: Codename Chip
« Reply #80 on: October 05, 2008, 12:21:46 PM »
GAH! If my net connection wasn't crap, I'd have said that exact same thing before you! xD Hahaha!

But yes, Dj is correct. :3

Offline anazonda

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Re: Work In Progress: Codename Chip
« Reply #81 on: October 05, 2008, 01:25:58 PM »
Thats ok... A good advice is a good advise no matter who comes first...

Anyways... is there a way to identify any gaps in the mesh without going throug the remaining verts?

Offline DJ Curtis

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Re: Work In Progress: Codename Chip
« Reply #82 on: October 05, 2008, 01:34:09 PM »
not really, though those kinds of errors usually come in concentrated areas where you may have done some booleans or something.  My next suggestion would be to cut the mesh in half (symmetrically) in order to halve the number of problems.  Then just start fixing.  Area select a vertice and see fi it tells you if there is more than one.  If there is, then fix it, if not, then move on.  While you're at it, remove needless polygons.

Alternatively, some good advice may be to rebuild the mesh from scratch, using all the new tools you've learned in the construction of the old one.  Aeries did this with the Mithra and really came a long way.

Offline Aeries

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Re: Work In Progress: Codename Chip
« Reply #83 on: October 05, 2008, 01:42:10 PM »
Best advice I was ever given, I must say. Version 7 [or is it eight now...?] and still going! :D
You're doing great, though, buddy!

Offline Adonis

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Re: Work In Progress: Codename Chip
« Reply #84 on: October 05, 2008, 05:20:58 PM »
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.
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Offline DJ Curtis

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Re: Work In Progress: Codename Chip
« Reply #85 on: October 05, 2008, 08:02:45 PM »
I didn't know that.

Offline Adonis

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Re: Work In Progress: Codename Chip
« Reply #86 on: October 05, 2008, 08:45:53 PM »
I didn't know that.

It shows on your Galaxy mesh mate :P
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Offline DJ Curtis

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Re: Work In Progress: Codename Chip
« Reply #87 on: October 05, 2008, 10:51:55 PM »
ouch

Offline anazonda

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Re: Work In Progress: Codename Chip
« Reply #88 on: October 06, 2008, 01:28:45 AM »
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

Offline Adonis

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Re: Work In Progress: Codename Chip
« Reply #89 on: October 06, 2008, 08:40:34 AM »
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)
Easy is the path to wisdom for those not blinded by themselves.


Offline anazonda

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Re: Work In Progress: Codename Chip
« Reply #90 on: October 06, 2008, 02:08:47 PM »
Quote from: Adonis

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)


Ya. Wish I'd know that 6 weeks ago... LOL

Offline Aeries

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Re: Work In Progress: Codename Chip
« Reply #91 on: October 07, 2008, 12:11:55 AM »
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)


About that. The stl checker shows errors, yes, and highlights them but that's it. It offers no solution or anything that I've ever been able to utilize... Have I missed somthing while using it or is that actually all it does? Cause I can't even do anything with what it highlights. Would be nice if it actually selected the faces, I'd think.

Offline Adonis

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Re: Work In Progress: Codename Chip
« Reply #92 on: October 07, 2008, 12:15:34 PM »
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)


About that. The stl checker shows errors, yes, and highlights them but that's it. It offers no solution or anything that I've ever been able to utilize... Have I missed somthing while using it or is that actually all it does? Cause I can't even do anything with what it highlights. Would be nice if it actually selected the faces, I'd think.

It only shows the errors. You fix them by hand.
Easy is the path to wisdom for those not blinded by themselves.


Offline Aeries

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Re: Work In Progress: Codename Chip
« Reply #93 on: October 07, 2008, 08:51:57 PM »
Oohhhh, bummer. :/

Offline anazonda

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Re: Work In Progress: Codename Chip
« Reply #94 on: October 13, 2008, 09:37:18 AM »
Ok. Next update is just around the corner.

I need sugestions however: I need some sort of ideas for the nacells.  i was thinking the basic shape will have a pointy straight arrow shape but i cant decide on the warp grills (thats what the blue glowing stuff is called right?).

Offline anazonda

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Re: Work In Progress: Codename Chip
« Reply #95 on: October 14, 2008, 07:57:54 AM »
Ok.

Time for a status report:

- I've finished detecting and fixing mesh errors (that took a while),
- Added several smoothing groups to her.
- She's now up to 2480 polyes.
- Added a warp Nacell and attached it to the hull.

Now from what I see, I will have to make the pylons smaller and the nacell slimmer to make it fit the general shape and size og the ship.

Anyways, take a look:

Offline DJ Curtis

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Re: WIP: Codename Chip // Most recent update: 14-10-2008
« Reply #96 on: October 14, 2008, 09:02:57 AM »
love it.  the new nacelle ship is a winner.

Offline Aeries

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Re: WIP: Codename Chip // Most recent update: 14-10-2008
« Reply #97 on: October 14, 2008, 09:12:49 AM »
I actuallly disagree, anazonda. I think all that needs doing is sweeping the nacelles/pylons back for a more streamlined effect. It's just personal opinion bud, and I must say you've done a great job so far! :)

Offline anazonda

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Re: WIP: Codename Chip // Most recent update: 14-10-2008
« Reply #98 on: October 14, 2008, 01:45:03 PM »
I actuallly disagree, anazonda. I think all that needs doing is sweeping the nacelles/pylons back for a more streamlined effect. It's just personal opinion bud, and I must say you've done a great job so far! :)


That might also work.

Thanks for the suggestion.

Offline rengers

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Re: WIP: Codename Chip // Most recent update: 14-10-2008
« Reply #99 on: October 18, 2008, 03:25:25 PM »
the ship starts to look really nicely, can't wait to see more of it :)
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