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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!
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Old March 2nd, 2007, 10:22 AM   #1
captainkirk
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Default 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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File Type: jpg replicator6.jpg (22.9 KB, 12 views)
File Type: jpg core2.jpg (27.5 KB, 13 views)
File Type: jpg chair6.jpg (26.0 KB, 11 views)
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Old March 2nd, 2007, 03:57 PM   #2
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:colwar: nice work ..
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Old March 2nd, 2007, 08:57 PM   #3
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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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Old March 2nd, 2007, 11:45 PM   #4
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I'm working on the bridge but I find interiors very hard to make.
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Old March 3rd, 2007, 09:09 AM   #5
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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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Old March 4th, 2007, 02:21 AM   #6
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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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File Type: jpg core2.jpg (27.5 KB, 6 views)
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Old March 4th, 2007, 09:32 AM   #7
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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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Old March 4th, 2007, 11:12 AM   #8
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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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Old March 4th, 2007, 07:25 PM   #9
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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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Old March 4th, 2007, 08:46 PM   #10
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Love the helm design... more detail, more detail...
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Old March 5th, 2007, 09:28 AM   #11
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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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Old March 5th, 2007, 11:31 AM   #12
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by the way... you posted the warp core image twice.

Just FYI
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Old March 5th, 2007, 11:40 AM   #13
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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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Old March 5th, 2007, 02:34 PM   #14
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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.
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File Type: jpg Picture 4.jpg (52.9 KB, 4 views)
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Last edited by morganzacd5p; March 5th, 2007 at 02:46 PM..
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Old March 5th, 2007, 02:48 PM   #15
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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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Old March 9th, 2007, 09:15 AM   #16
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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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Old March 25th, 2007, 01:28 PM   #17
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I really like the chair!
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Old March 30th, 2007, 12:09 PM   #18
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i like the Helm looks good and the chair is nice
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Old March 30th, 2007, 11:27 PM   #19
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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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File Type: jpg bay2.jpg (41.0 KB, 3 views)
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Old March 30th, 2007, 11:34 PM   #20
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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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File Type: jpg tport room2.jpg (42.8 KB, 0 views)
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Old March 31st, 2007, 02:45 AM   #21
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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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Old March 31st, 2007, 11:56 AM   #22
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First ask him... Second, do you know if it is a texture or object (the text)
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Old March 31st, 2007, 01:31 PM   #23
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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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Old March 31st, 2007, 03:00 PM   #24
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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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Old March 31st, 2007, 11:43 PM   #25
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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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Old April 1st, 2007, 11:21 AM   #26
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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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Old April 1st, 2007, 12:21 PM   #27
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The text is modeled like this. And no, no one cut into the hull.
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Old April 1st, 2007, 02:14 PM   #28
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Do you have splines and nurbs in Blender???
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Old April 7th, 2007, 06:59 AM   #29
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Blender has NURBS but no Splines to my knowledge.
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Old April 20th, 2007, 10:15 AM   #30
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I've made some more objects, the phaser and a padd.
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File Type: jpg phaser2.jpg (25.1 KB, 5 views)
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