Basically, the closer the vertices are to the edge, the sharper the corner is going to be. For example, Nightfever has some verts close to where he wants "sharper" edges to be:
Without the verts so close to the edges of the mesh like they are, those areas would become big curves and the part would lose it shape. Since he put those there, that doesn't happen. You have to plan edges like that out, or you're in for a disappointment when you subdivide.
Basically, the closer the vertices are to the edge, the sharper the corner is going to be. For example, Nightfever has some verts close to where he wants "sharper" edges to be:
Without the verts so close to the edges of the mesh like they are, those areas would become big curves and the part would lose it shape. Since he put those there, that doesn't happen. You have to plan edges like that out, or you're in for a disappointment when you subdivide.
It does seem to be a very complex process to model, watching the video, it gets kind of intimidating... lol. With all the planning, cleaning, etc.
No problem. It's a very time consuming way to model, that's for sure. Plus, one wrongly placed vert can make the difference between a smooth curve and something that looks like a kid drew it. But, it's also the best way to make certain shapes that you can't make with primitives or splines. It's actually a technique I'm fairly new to using, because the version of Truespace I used to use didn't have that type of subdivision. But, Lightwave does, so I've been experimenting.
Going to throw my hat in with the rest of people here, this is a very nice model. The panel lines and lighting do remind me of the studio models, very good job.
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Cool little ship, I like a lot of the Vulcan designs. Never been much for the Sh'ran, though.
I see it a lot in modeling, but never quite understand how it's done.
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Basically, starting out with simple geometry and added the subdivisions but preventing that from crushing the overall shape of the object.
Tommy Kraft sent me a video after he saw my post.
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Verts.png
Without the verts so close to the edges of the mesh like they are, those areas would become big curves and the part would lose it shape. Since he put those there, that doesn't happen. You have to plan edges like that out, or you're in for a disappointment when you subdivide.
Now I get it. Thanks.
The video Tommy sent me, and I've been watching is here: https://vimeo.com/10941211
It does seem to be a very complex process to model, watching the video, it gets kind of intimidating... lol. With all the planning, cleaning, etc.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
No problem. It's a very time consuming way to model, that's for sure. Plus, one wrongly placed vert can make the difference between a smooth curve and something that looks like a kid drew it. But, it's also the best way to make certain shapes that you can't make with primitives or splines. It's actually a technique I'm fairly new to using, because the version of Truespace I used to use didn't have that type of subdivision. But, Lightwave does, so I've been experimenting.
Love the Sh'Ran (my favourite Vulcan ship design)
Today I added the details to the top bow (bridge or whatever) section. Some little things are still to do there.
it went so fast now. Looks again very good. I am on the final
Ship tense.
Trekki
Greetings
43 objects
polygon count is 181.863
two 4k texture sets and one 1k texture
:thumb: