I'm starting my first BSG ship with ribbing, however there has to be a better way to do this outside of manually cutting and extudeing. Any secrets? tips? tutorials? all would be welcome.
I do not own 3ds max so I don't know what the equivalent is but I find the best way is to make a bunch of curves and then skin over them to make the ribs and underside all one.
Someone did post something up on how to do BSG Ribbing and plating (could have just been plating) a little while back but it seems I am unable to locate it. Hopefully someone with a better memory than mine or the user who created it will see this and chime in.
Speak of the devil, just look up one post above this one.
Biotech's method is probably faster and/or easier than what I did for the ribbing on the caravel in Kepler's Dream.
What I did there was to use boolean on a series of boxes that I placed across a copy of the main hull. Boolean is sometimes bear to deal with especially with arbitrarily curved surfaces.
I'm going to look at Biotech's method now.
Just read it, same method. Seems to be a consensus.
In Max, the inset function can sometimes distort your topology if you have a curved hull surface. As an alternate to using inset, you could try selecting an edge, hitting "ring" (to select the other edges that are in a ring with the selected one), hit "connect" to draw an edge bisecting those edges, then chamfer that new edge to create the faces to be extruded for the rib.
As for easy or quick, you'll have to do this manually. Sorry.
In theory, yes, but there is the distinct risk of multiple mesh errors from the boolean intersection. I'm not knocking your method, just pointing out that it does have potential downsides.
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Speak of the devil, just look up one post above this one.
Bingo.
What I did there was to use boolean on a series of boxes that I placed across a copy of the main hull. Boolean is sometimes bear to deal with especially with arbitrarily curved surfaces.
I'm going to look at Biotech's method now.
Just read it, same method. Seems to be a consensus.
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As for easy or quick, you'll have to do this manually. Sorry.
In theory, yes, but there is the distinct risk of multiple mesh errors from the boolean intersection. I'm not knocking your method, just pointing out that it does have potential downsides.