HARDCORE MODELING!: QOTRM: Airship Carrier


#87

Man, that thing is huge. I’d say start with the low rez version and try and get your project finished. After you’re done if you have time left you can detail the Spitfire and have a close up.


#88

Looking good, and Big!


#89

Thanks guys :slight_smile: and thanks Wyatt I think I’ll do that since I haven’t thoroughly finished up the supporting Zep yet after I’m done with one of the supporting zeps it’l be justa a matter of duplicating it to the other side :slight_smile:


#90

Just a small update, it so happens I brought my usb and I was able to get my hands on one of the computers awhile ago but then a class was about to start

A.

B.

Still haven’t decided what to use yet. I’ll try to update some more when I get home


#91

Happy day for me. Our professor sent as a text saying project was extended till next week and I seriously suck at web design especially dreamweaver. Anyway as a happy hour I updated my work :smiley:


#92

So I’m pretty much done with mine I just need to fix the interior of the airship and if I have time fix up the spitfire and come up with a flight scene


#93

Hi James!

nice model man! Will you texture it?

uptades! updates! haha


#94

thanks Hugo. Hopefully I can, that is one thing I do not know how to do:sad: i’ll try to update some more. Schedule of classes are tight right now that’s why I can’t :smiley:


#95

Nice long post man … Huge entry ,.
nice going …
keep it up !!


#96

Thanks sanketpro3d. I just realized I kept asking a lot here and posting small bits of updates, no wonder my thread is long. Embarrassing, perhaps I should lessen the small updates like what I’m about to do now :smiley:

didn’t get to work on this much yet. Maybe later when I get back from school. Does anyone know how to do claymation? Man does it take long.:eek:


#97

the concept is excellent as well as modeling, congratulations


#98

hey james! nice work!

I like the flying V formation of the planes around the zep. Hey why not try having a dog fight in the background?


#99

thanks kossak :slight_smile:

icegene- thanks, if i still have time I might model another plane for that kind of scene but most likely I won’t anymore. School is killing us remember?:scream:

I have a question. What, is the difference if I use Subdiv to smooth out my model or usign the smooth tool? Because whenever I use the smooth tool, it has to be around level 2 just to get the smoothness I want and the file gets heavier. Unlike if I use subdiv, it gives the same results of a smooth level 2 but isn’t heavy. Hope I make myself clear on what I’m trying to say.


#100

Hey Raz.

Great to see you’re still plugging away at this. Something came up and I havent had time to work on my entry at all. That being said, Ill try and explain sub-d’s. Perhaps someone can correct me if I`m wrong.

What mesh smooth does is take your polys and divide them into 4 polys each and rounds out the shape based on an imaginary “curve” around the geometry. The result is that your model gets, well, smoothed, but has 4 times the amount of polys it used to, and each and everyone of these polygons is editable (ie scalable, translatable, rotatable, etc).

A Sub-D surface is similar, yet different. For one, it is a different type of surface than polygons. (kind of like how NURBS are a different type of surface). The extra polys, though, are “behind the scenes”. You get the same smooth looking result, only you can`t edit each individual poly. This gives you a smooth result, but without the hassle of trying to tweak tiny shapes. Your original polygons are still visible and you can make changes to these. What you are doing, in effect, is making changes to 4 polygons at a time, so your changes are more global.

On a side note, I tend to work mostly in Sub-D. Even on my low rez mesh, which I usually allways create in polygons, I’m always modeling my topology to work well with Sub-D. Once I get a good box-in from my base and it holds up in Sub-D…most of my work is done in this state. One thing I love about Modo is that sub-D’s and Polys are essentially the same. Sometimes things look alright in poly mode, but prety bad in sub-ds if you havent topologized your mesh the right way, and sometimes things look great in sub-d, but terrible in poly mode. Purely working in sub-d can be a nightmare in my opinion (they can be hard to predict at times), but in my opinion it is worth learning the discrepencies and powering through the hairpulling (argh-why cant I get my mesh to look right!). Eventually you come out the other end and appreciate them.

One last thing: When sub-d’s were introduced, the idea behind them was “the smooth look of nurbs with the power of polygon modeling”.

Cheers

-Rage


#101

wow thank you rage for the explanation :). I dont know, but I prefer using the sub-d most of the time since yeah about it being not that heavy not like the smooth, and its easier to fix up the model while on sub-d at times, so thanks for that. I am quite confused on what to use at times. I guess smoothing has it’s place too at my models sometimes


#102

hello peeps. I think I’m done with my spitfire version. Ima start making the props of the airship’s interior tomorrow:


#103

so here’s the update of the spitfire. It’s done. Interior almost. Though I feel like I won’t make it since project deadline for school meets up with hmc deadline


#104

Oh I like it!

The only detail is the propeller blades, they should be 90º apart of each other, not 60º and 120º like you have now.


#105

Dont forget to post your final entry on this thread:

Queen Of The Rocketmen: Post your Final Entry


#106

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