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On The Horizon Working on something? With a 2D or 3D app? Is it SF - Fantasy - Real world? Let's see it!
To post art for Battlestar Galactica, go to our sister site- Colonial Fleets |
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March 2nd, 2007, 10:22 AM
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#1
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Guest
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Interceptor
Here are various items I have made in Blender. All of them are designed by Narsil (Stuart Baldwin) of Scifi-meshes.com.
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March 2nd, 2007, 03:57 PM
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#2
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,916
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:colwar: nice work ..
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March 2nd, 2007, 08:57 PM
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#3
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Nice work. A couple of consoles, some walls and a floor and you've got a room.
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March 2nd, 2007, 11:45 PM
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#4
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Guest
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I'm working on the bridge but I find interiors very hard to make.
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March 3rd, 2007, 09:09 AM
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#5
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Yes, they are. I hate interior modeling, but keep at it. (I know, I need to follow my own advice.) Your work is great so far.
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March 4th, 2007, 02:21 AM
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#6
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Guest
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It took three tries to get the floor right. I've made the MSD screen but not much more. Here's an update on the helm. Everyone on SFM preferred it like this. I've also finished the warpcore.
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March 4th, 2007, 09:32 AM
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#7
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Looks great. I really like that helm. Are you still working on the helm chair? Because it looks a bit rough around the edges.
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March 4th, 2007, 11:12 AM
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#8
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Guest
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The roughness is caused by the rendering. I can't figure out how to solve it, I've got OSA on but it still renders like that. Anyone here who uses Blender know how to fix it?
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March 4th, 2007, 07:25 PM
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#9
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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I was actually referring to the squarish sides on your cushions. They look rough on the person using them. And, sorry, I don't use Blender.
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March 4th, 2007, 08:46 PM
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#10
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Guest
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Love the helm design... more detail, more detail...
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March 5th, 2007, 09:28 AM
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#11
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Guest
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Thanks for your comments. I'll see what I can do about the chair. No one seemed to notice that I accidentally posted the warpcore image twice.
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March 5th, 2007, 11:31 AM
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#12
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Guest
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by the way... you posted the warp core image twice.
Just FYI
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March 5th, 2007, 11:40 AM
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#13
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Guest
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Does anyone know how to light an interior? I've got 3 sun lamps pointing down, forwards and backwards which lights up the bridge but doesn't do a very good job.
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March 5th, 2007, 02:34 PM
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#14
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Guest
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Everyone is going to have a different view on that.
Me. I tend to use 4 no shadow (or soft shadow) cool (blue) lights at the corners of the universe. Then some programs can turn materials into lighting. This works for odd shaped lights. But will kill your render time. Finally add a few spots and tube lights for detail.
Last edited by morganzacd5p; March 5th, 2007 at 02:46 PM..
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March 5th, 2007, 02:48 PM
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#15
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Guest
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Now thats the simple explination. In some cases you may use 3, 4, or even 5 light objects for one source. Many programs have the ability to select what objects are effected by a light. So you may use one light for the general effect on the room, one for the visual glow from the bulb. You might use some in reverse to establish dark corners you dont want people to see into.... ect
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March 9th, 2007, 09:15 AM
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#16
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Guest
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I added 4 lamps in the bridge but it was too dark, I'll see what others have to say and look for tutorials.
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March 25th, 2007, 01:28 PM
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#17
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Guest
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I really like the chair!
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March 30th, 2007, 12:09 PM
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#18
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Guest
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i like the Helm looks good and the chair is nice
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March 30th, 2007, 11:27 PM
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#19
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Guest
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I think I may start over again on the bridge, now that I've had experience on interiors. Here is the sickbay.
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March 30th, 2007, 11:34 PM
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#20
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Guest
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And here is the transporter room. I still need a texture to go on the wall by the pad. And I've included an image of two of my characters in the room.
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March 31st, 2007, 02:45 AM
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#21
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Guest
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Does anyone know how I can change the text on the hull of Mavek's mesh from "Interceptor" to "Dauntless"?
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March 31st, 2007, 11:56 AM
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#22
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Guest
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First ask him... Second, do you know if it is a texture or object (the text)
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March 31st, 2007, 01:31 PM
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#23
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Guest
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It's an object not a texture, I think I have asked him but I can't remember the response I got. How do you model text?
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March 31st, 2007, 03:00 PM
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#24
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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A; either remember the response or ask again.
B; if it was "yes" what program are you working in and is the mesh in that format or in another program's format? As near as I can tell, each programs handles text differently.
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March 31st, 2007, 11:43 PM
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#25
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Guest
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I asked him last night and I'm using Blender and the mesh was made in Lightwave, converted to 3ds MAX, exported to .3ds, imported in Blender.
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April 1st, 2007, 11:21 AM
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#26
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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In that case, may the force be with you. Redoing text with a mesh that's your program's native format is fairly simple (unless somebody did someting stupid like cut into the hull) but redoing text on an imported mesh is another animal entirely.
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April 1st, 2007, 12:21 PM
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#27
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Guest
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The text is modeled like this. And no, no one cut into the hull.
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April 1st, 2007, 02:14 PM
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#28
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Guest
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Do you have splines and nurbs in Blender???
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April 7th, 2007, 06:59 AM
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#29
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Guest
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Blender has NURBS but no Splines to my knowledge.
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April 20th, 2007, 10:15 AM
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#30
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Guest
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I've made some more objects, the phaser and a padd.
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