In no way is anything I have said an insult to any of our french browsers here- its just recalling a fairly funny mixup between me, a few members, and another Greg who was fairly persistent in his desire to have sex with Dave's Ent D- who happened to be french....
:shiner:
my apoligise.
(p.s: better keep the starship bits within small circles of friends.... :eek: ...)
In no way is anything I have said an insult to any of our french browsers here- its just recalling a fairly funny mixup between me, a few members, and another Greg who was fairly persistent in his desire to have sex with Dave's Ent D- who happened to be french....
:shiner:
I have never had any desire to have sexual relations with a machine....
IRML, I think what you've done is amazing to say the least. I have been toying around with modeling this ship in lightwave and have wonderful reference photos, but am having some difficulty and was wondering if you could give me a couple pointers. I've been using spline patch modeling and the results are less than desirable, especially in areas such as that I've outlined in your render. What is you process in terms of modeling a ship like this. And the model looks so seamless, I was wondering if all the polygons matched up in the corner areas?
I had a hard disk crash a few days ago so I can't show you any wireframes, but I don't use spline cages for my modelling, the saucer before any detailing was one whole piece done with subpatches
Thanks so much. I knew there had to be a better way. But how do you get such uniformity and exactitude?
Very Carefully
IRML:
Most gorgeous Internet Sovereign I have ever seen. I am particularly fond of the way you render your WIP images, which doesnt have much to do with the model itself, but it amuses me sufficiently.
Hope ya will be able to finish her I have one thought I was wondering if you can change from making mesh detail on flat surfaces to textures for flat details only that way it will reduce the amount of poly count.
don't think so, I would have to cut out a square to UV anyway unless I wanted one massive texture for all the decals, which would be a waste of memory, so this way I just have the polys cut into the hull which will ensure the details always stay sharp and won't eat into any texture memory
I was thinking more in the line of one detail per texture thats what I was thinking. But tstill that will be an idea for the registries only so other people can put in there own registry if ya planning to release it to us.
Other than that ya still do a great job its only the opinion of mine I am just worried about the registries only the registries once they are modded in there will be no way to change them.
The sovereign class is one of my fav I have been making interiors for it as well some of them.
As for modelled registries - there are pro's and cons either way. I think in this case - that being the greatly increased quality of the registries and other labels - modelling them is the best way to go. Otherwise you would have to use a pointlessly large texture to come close to the quality of the others (and given the overall quality of the model, if you can't get up close and personal its the wrong choice)
Posts
my apoligise.
(p.s: better keep the starship bits within small circles of friends.... :eek: ...)
Probably best not to mention the 'Fox' then.
M.
Bwahahahaha
Matt: I was doing so well too..... :runs:
Thank you
That is awesome.
Very Carefully
IRML:
Most gorgeous Internet Sovereign I have ever seen. I am particularly fond of the way you render your WIP images, which doesnt have much to do with the model itself, but it amuses me sufficiently.
Oh man we need to start a SFM Dictionary. That is an awesome word!
Carl
Other than that ya still do a great job its only the opinion of mine I am just worried about the registries only the registries once they are modded in there will be no way to change them.
The sovereign class is one of my fav I have been making interiors for it as well some of them.
Carl
Say...anyone smell donuts?
As for modelled registries - there are pro's and cons either way. I think in this case - that being the greatly increased quality of the registries and other labels - modelling them is the best way to go. Otherwise you would have to use a pointlessly large texture to come close to the quality of the others (and given the overall quality of the model, if you can't get up close and personal its the wrong choice)
Why whichever version could you mean? :flippy:
I can't believe I missed this thread. Aweosme work mate!