View Full Version : Spaceship modelling
02-12-2005, 06:39 AM
I am trying to make a high res spaceship,and i am wondering how am i suppose to make the detailing...
Sort of Example 1 (http://well-of-souls.com/homeworld/hws/hw2/images/gamespy_06.jpg)
Sort of Example 2 (http://well-of-souls.com/homeworld/hws/hw2/images/gsvidcap16.jpg)
I know that texturing is one way,but in the films and severally other hi-res models have it poly made..
Should i make a library of primitives and bollean--> difference it on the primary model?
I remember a link somewhere talking about this :(
Thanks in advance
**(the above links are textured models used in Homeworld 2,and i am trying to find whats the best way to poly-implement the lines and generally the surface details in a model)**
02-12-2005, 11:02 AM
The way I see it, it's not a question of textures OR modelling, it's just a question of WHERE your are going to draw the line between the two.
The human eye will spot the difference between geometric detail and mapped detail to a certain level. -You get too close, and your mapped details will look flat and fake.
So, you have to figure out how close you want to go to your model, and then model the details so they look good from that distance. Anything smaller than that, you map it.
Tak a look at this thread for a good example of greeblie modelling:
Matrix Hover Craft (http://www.cgtalk.com/showthread.php?t=94349&page=18&pp=15)
02-15-2005, 07:41 AM
The following link brings you to a website with a wealth of information on how to model spaceships and adding detail to it. It also features other tutorials which cover other aspects involved in space scenes.
I bet you'll love it, eventhough it's LightWave oriented.
this message was mistakenly posted so don't pay attention. Sorry ;)
02-15-2006, 12:00 PM
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