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View Full Version : crappy starfighter (from last fall)


LyonHaert
03-26-2002, 09:12 PM
i created this last semester for a college course (intro to comp. anim.).

http://www.lyonhaert.net/public/dragon1.jpg <- fore/port view
http://www.lyonhaert.net/public/dragon2.jpg <- aft/starboard view

http://www.lyonhaert.net/public/Lola_Top.jpg <- top view test render i did after texturing and some effects in max

we were supposed to do it in 3ds max r3.1, but i had fooled around with rhino enough to create the splines from my sketches faster than i could in max. then i did a crappy job of patching it and did a crappy conversion (you can see plenty of problems), crappily textured it in max, and then tried to animate it. it was supposed to hot-dog its way around the inside of a small asteroid field (5 dif sizes, 5 overlapped particle clouds to instance them), but evey time the camera entered the p clouds, they all disappeared. so, the animation was crappy, too.

but besides a low-quality chess set i did in rhino quite a while before that, that was my first real modelling/etc. project.

p.s. after learning how to properly spline patch in lw, i returned to the rhino spline cage and redid some of the problem sections. they turned out fine. go figure. :)

i'm not expecting response, but any pointers on vehicle modelling or whatnot will be appreciated. i've many things in my head yet to be realized, and i'm a long, long way from the ability to do so.

chaos945
03-26-2002, 10:37 PM
Hiya, model of the ship does not look too bad. Texture makes me hurl though, if you really want to do low poly use polys instead of NURBS.....personally I find them faster to work with but I have seen people model just as quickly with NURBS so its really a question of needed quality in the model itself. If you were to do some smoothing of the normals in the model and slap a decent texture on it, you could pull it off rather nicley.

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