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Converse Coves
Converse Coves
Comments: 2
Horo

28.03.2024, 12:24








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Another New Ship
Another New Ship

            

Another New Ship
Description: Almost no thinking went into this model; just started with the bridge and ended up with something a lot bigger than normal. It is a Maya made model. Took around 7-8 hours total to make. The only part that I kinda want to change is the front; it looks too much like a boat.

To give a sense of size I 'expertly' drew a small character in the window of the bridge. A textured version will probably come later.

Comments welcome. Thank you!
Added by: connorzelinsky
Keywords: new, ship, big, cannon, bridge
Date: 07.21.2009 02:19
Hits: 10105
Downloads: 112
Rating: 0.00 (0 Vote(s))
File size: 362.3 KB
Previous image: Cruiser Textured
Next image: Replicator Bugs



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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No AA this time Connor? Not such a bd thing since this is a visualization. The sdetails sem superb, probabaly you rmost mature composition yet. I look forward to this development.
07.21.2009 19:20 Offline rashadcarter1 rashadcarter1 at aol.com
miklos
Member

Join Date: 06.23.2007
Comments: 73
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Amazing battleship. Could be a new one for the Stargate series ? :-)
07.21.2009 19:46 Offline miklos
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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The ship looks very surprising. But as you well know, texturing will be the key how good it finally will look.
07.22.2009 16:24 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
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Miklos, it would be the coolest thing ever. Never give up hope. :-)

Yes, no AA. The 4 dark grey pictures are screen shots from Maya and the light grey was rendered in Bryce then combined in Photoshop.

Unfortunately I totally agree with you Horo, texturing will finish it off, and even though I have received massive amounts of help from all of you on texturing it is still insanely difficult. I have about half of the back textured right now, and that has taken a few hours. Should be finished sorta soon. Glad you guys like the model!
07.22.2009 16:56 Offline connorzelinsky connorz16 at gmail.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
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This is an interesting moment of the workflow to "examine". No wonder the texturing is so hard - the model is really good, and detailed. Although I still see you haven't shaked off the sharp-edged angularity when modeling. Maybe that is your style, I don't know, I surely encorage you to keep modeling and creating - practice makes perfect - but even sci-fi ships have to have a little bit of edge smoothing, it's natural. Since your model has more then enough detail the best way apply some sort of bevel to the edges is (not!via the Bevel command) to manualy add more edges with the Split Poligon Tool only on the most massive and visible parts of the ship.

Texturing... a really sweet part, literally :) Simply use automatic mapping with [These options checked]. Then, once you're start the UV Texture editor (Edit UVs -> UV Tex. editor) and then in its window Polygon -> Create UV snapshot, save the file where you want with the image type you want (*.bmp for ex) and in the photoshop in new layer add some random detailed texture (or even mix of a few. If you wish to digg deeper in the PS layer mixing for very good final results, [see my last tutoring-comment here].

Once you have your texture ready, just hide the UV markers layer and save the img. It doesn't have to be perfect the first time, take your time, play around and see how you can take advantage of the Automatic Mapping in Maya and its following UV snapshot helper.
07.25.2009 12:21 Offline richter richter at cold-may.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
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Thank you very much for all of your advice. I see what you mean by the sharp edges. I think it mostly is in the front of the ship. I have just a few questions I will ask right now.
1. Why should I not use the bevel to add the bevel on the sharp angles?
2. For the automatic mapping why should I set it to 3 planes instead of the default 6?
07.26.2009 17:45 Offline connorzelinsky connorz16 at gmail.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
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Let's see...

1. You can actually use the bevel command, true, but you must ensure to work in Edge Selection Mode and manualy select the edges you want to have bevel applied to. Because by just selecting the whole detailed ship and simply pressing "Bevel", by default Maya will understand that as "look for every possible edge on the model and automatically apply Bevel". What will follow is looong waiting for the CPU to calculate a given multi-edge distribution (or Bevel) and for such a large model a lot of unpredictable vertex artifacting may appear (holes as a result of missing vertices and faces, UVs/vertices re-arrange and overlapping, normals of faces not behaving as expected), even system crash after this long non-responsive operation. And this leads me to:
1.1. You have much greater control if you use the Split Polygon Tool on the required areas and avoiding (most of) those annoying artifacting. After applying the number of face-splits, you can enter the Vertex Edit Mode (or even the Edge editing for that matter) and adjust the position of the vertices so you can have fine and more smooth transitions by the convex corners of the model.

2. Three planes means that your model will have automatic planar projections from three directions - the X, Y and Z which is the safe minimum that will provide you with acurate (no UV stretching/overlapping) distribution of UV faces' coordinates. Also it means that your model won't be "divided" in 1000 of separate small faces if you were to choose larger number for the planes projetion, quite the opposite - smallest details and faces will be broken into smaller pieces within the UV editor window, and the biggest and massive faces will stay stitched together. The "Optimize for: Fewer Pieces" option is linked to the plane projection number and will "tell" Maya to additionally optimize the already made Atomatic Projections into as few faces as possible.

Bear in mind though, Connor, that the Automatic mapping is not at all the solution of perfect uv layout (in other words you'll always have fairly large number of separate faces detached from one another) and even this mapping mode can behave unexpectedly sometimes. The purpose of having this additional mapping command is to be used in combination with the others available if the artist chooses so. From personal experience I can tell you that I use Planar mapping most often. I hope I answered the questions.
07.26.2009 22:12 Offline richter richter at cold-may.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
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That answered my questions perfectly. Thank you very much. And I have crashed Maya before by hitting the wrong command, such as beveling the entire model.

Again thank you very much.
07.26.2009 22:45 Offline connorzelinsky connorz16 at gmail.com


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