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interior designed for a friend
interior designed for a friend
Comments: 1
tunji Olaogun

19.04.2024, 11:24








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Connor's Ship
Connor's Ship

            

Connor's Ship
Description: This is my version (slightly changed from the original) of Connor's ship. As promised here is the result after, hopefully you'll like it. :)
Now back to the question of Connor:
Why it isn't a good idea to edit the mesh after it's been smoothed? I'm not saying "don't do this", I'm saying that "it is not recommendable", because:
(1) the "smooth" operation most often is used on the whole model and thus affects it entirely, this way your mesh gets heavy in polycount faces and you may practically lose control over it if you try to edit many faces;
(2) smoothing only regions of faces is also a bad idea, because once you finish your model and wish to smooth it overall you, again, are affecting the whole 3d object plus the places you smoothed before. You get the picture...

"Smooth" command takes place at the end of the workflow. Note that "smoothing" isn't always necessary to use on "angular" objects like houses, buildings with straight walls and roofs and most of the sci-fi spaceships and aircraft design I've seen up-to-date. If you're creating something organic like humanoids, animals, living tissues like muscles or you're designing a car, easily deformed surfaces like cloth, hair and even folded paper sheets then the "smoothing" is absolutely necessary at the end of the workflow.

I noticed that you've tried to create an interior for this ship, Connor. It can be done, but you'll have to model all of the inner details separate from the main ship. On the other side, since the current ship design obscures fair amount of the interior, I'd personally recommend you to create a whole new scene and take a render from there. Most of the time there isn't much sence of creating a detail to slowdown your setup if this detail will go unnoticed in the final render.

While your model looked good as I stated before, there were a lot of things that made my edit a tough-job once I entered in the maya scene itself. To help you avoid problematic geometry in the future (which can lead later to problems with the texturing and lighting setup) I gathered few thoughts to address certain issues:

- checking the history of your original model I noticed that you might have switched too many times between Poly modeling and Sub-D modeling
[advice] - for now you should concentrate on one type of modeling and work only with it until you get the handle of it

- avoid razor sharp and perfect edges, because once smoothed the mesh will not always behave as expected (ex. front side of the original ship)
[advice] - use "Edit Mesh -> Split Polygon Tool" to add 1 or more edges where the mesh seems to have sharp edge, or if the model isn't so complex you can use the "Edit Mesh ->Bevel" (experiment with the numbers in the option box) command on a number of selected edges to smooth them overall

- explore and learn how to use the Outliner and make a habit of naming each and every piece of geometry you're working with
[note] - Naming/renaming objects in a given setup greatly reduces the time for finding/editing those objects when your scene gets too complex and you will then always know what is what and where exactly can you find it

- be carefull with random extrusions and places on your mesh where some faces might intersect with each other (ex. the back part of the ship and the thrusters). You know that real world objects do collide with each other, but they do not "intersect"

- when you see a hole (missing face(s)) that wasn't meant in your primary design and is thus unintended in your model, I'll suggest you to use the "Mesh -> Fill Hole" command, because once you get to set your lights up, light "leaks" are most probably to occur where the hole is. You get my point

- after you finish a model, always make a second copy of it (Before you smooth it!!) with deleted History (Edit -> Delete by Type -> History); now this second copy you can UV it (which is quite hard on organic surfaces btw), texture it and finally you're ready to export it. Make sure to export the textured model in *.obj file, this one is created with an "acompaning" *.mtl file (in the same dir you've chosen for the export the obj) that has your assigned texture. If you cannot find the obj extension in the export list, check to see if you've enabled the coresponding plug-in in the plugin manager: Window -> Settings/Preferences -> Plug-In Manager, look for plugin called "objExport.mll"
Added by: richter
Keywords: connor, spaceship, ship, richter
Date: 07.18.2008 01:48
Hits: 3856
Downloads: 74
Rating: 0.00 (0 Vote(s))
File size: 319.4 KB
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Author: Comment:
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

Wow. I really like the texture you put on it. Nice to know that I made you editing job hard. :-) Thank you very much for all the help and advice that you gave me. I am very happy with the model and how it turned out. You must have been very busy. Just one more question (probability more later) what is/ the difference between Poly modeling and Sub-D modeling. Again thank you a LOT! Makes learning Maya much easier when someone tells you what you are doing wrong instead of figuring it out months later by yourself. Thanks!
07.18.2008 02:19 Offline connorzelinsky connorz16 at gmail.com
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

Very nice looking ships and textures. Also good instructions on modeling. I did read about some of this in the Hexagon manual and yes the smoothing should come last but sometimes I forget to wait. I am not sure what Sub D modeling is myself as this term is not used in Hexagon as far as I know.
07.18.2008 18:45 Offline Render Man alreich_4 at msn.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Very nice model. But we know that richter knows the tools he uses. Sub-D is sub-division, a modeller that starts with a primitive (a sphere, a cube) and sub-divides parts outlined by the mesh. I haven't got the hang of Hexagon and think Wings3D is easier to use.
07.19.2008 17:13 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/


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