View Full Version : max: modeling problem
lbaine 08-14-2002, 12:50 AM have anyone modeled the jupiter 2 ship from the movie lost in space? i have been trying to model it and the shapemerge errors i get have been kicking my but. can someone help me out with what want would be the best way to model it? here is a picture of what i am having problems with right now.
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Black&White
08-14-2002, 01:03 AM
can you show me some snaps of reference
lbaine
08-14-2002, 01:16 AM
Originally posted by Black&White
can you show me some snaps of reference
here it is
lbaine
08-14-2002, 01:18 AM
Originally posted by lbaine
here it is
Black&White
08-14-2002, 01:42 AM
looks very complecated. not so if you use maya,rhinos nurbs. I havent see the rendered model so it is a bit difficult to understand the stucture.
here is generally a lw tutorials but similar things can be applied.
www.ap3d.com/betterspace
Black&White
08-14-2002, 01:44 AM
looks very complecated. not so if you use maya,rhinos nurbs. I havent see the rendered model so it is a bit difficult to understand the stucture.
here is generally lw tutorials but lw support both polys&patch so similar things can be applied. i hope it will help
www.ap3d.com/betterspace
thinKer3D
08-14-2002, 01:51 AM
:: has nothing to do with which program one uses. The skill behind the it is what counts.
If I remember correctly, Lost in space 3d models and effects were created in max!
::
lbaine
08-14-2002, 01:57 AM
Originally posted by Black&White
looks very complecated. not so if you use maya,rhinos nurbs. I havent see the rendered model so it is a bit difficult to understand the stucture.
here is generally lw tutorials but lw support both polys&patch so similar things can be applied. i hope it will help
www.ap3d.com/betterspace
thanks, but i am having problems with the shape i am using.
lbaine
08-14-2002, 02:00 AM
Originally posted by thinKer3D
:: has nothing to do with which program one uses. The skill behind the it is what counts.
If I remember correctly, Lost in space 3d models and effects were created in max!
::
yes it was, but i have not figured out how they did the shapemerges
catbells007
08-14-2002, 03:33 AM
Originally posted by lbaine
yes it was, but i have not figured out how they did the shapemerges
So if i understand you right your trying to shape merge the details (the details being lines and grooves) onto the main model and then extrude the geometry back to give you the grooves and such.
If you wanted to create the detail quickly you might be able to do it using a displacement map or if the space ship isnt going to be viewed too close the camera you may get away just using a bump map. However if you have some large details to create then youll simply have to model these into the mesh.
I don't think shapemerge is the best way to do it. The imprint is just too complex and goes against the mesh too much. It's going to create some bad polys no matter how high you pre-tesselate.
Looking at the DVD cover here, I think I'd do all the grooves by bump (or displacement) map, and do all the bulges as seperate rounded objects just set into the main hull. The dark texture of the grooves would hide the seam. You might be able to boolean union the bulge objects into the main hull, but that could cause errors of it's own.
lbaine
08-14-2002, 02:48 PM
Originally posted by catbells007
So if i understand you right your trying to shape merge the details (the details being lines and grooves) onto the main model and then extrude the geometry back to give you the grooves and such.
If you wanted to create the detail quickly you might be able to do it using a displacement map or if the space ship isnt going to be viewed too close the camera you may get away just using a bump map. However if you have some large details to create then youll simply have to model these into the mesh.
i have thought of doing that, but the bulge in the back/middle is recesses into the ship. i am also having problen with the cut out for the engines. take a look at the rear where the engines go.
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