HARDCORE MODELING!: QOTRM: Airship Carrier


#41

@jojo1975: sure thing. Hope it helped since I’m also a little lost on how to make those cables :smiley:

ookkk just a quick update before i go to sleep. I’ve been waiting for someone to go online but then since that person won’t go online, might as well sleep instead. Man do I hate time difference. Philippines to San Frans is like -15 hours!

Just a quick look on how it looks like with two Zeps :smiley:

hopefully I can update tomorrow or should I say later, since I’ve got one more school project to go :arteest: anyway goodnight!


#42

Cables look great from a distance. If you really want to get a rounded edge use your existing technique just start with something rounded instead of hexagons. Like stick a group of 12 sides circles together and extrude those.


#43

thanks Wyatt! :D, wonder why I didn’t think of that, maks me feel dumb for it to slip my mind:blush: anyway here’s what I did when i followed what Wyatt said:

here’s the comparison of the old cable and new cable:

this is a good morning! :smiley:


#44

Glad I could help with your morning. Great results so far. :thumbsup:


#45

The last cables look the best, and that was a great idea Wyatt.

Here is something you might want to consider.

1)Poly count: I`m not sure if you planned on submitting this model to the fxwars guys, but in case you did, they will be rigging your model. The fewer polys for them to deal with, the better.
Also, Once you pull away from the model to render the entire thing, you won’t really be able to notice the subtleties at that distance, especially if they’re rigged to sway dynamically with the motion of the ship, so a simple tube might actually be in your best interest, and the fxwars guys could simply but a repeating bump texture to accomplish the same level of detail you have modeled there.

Keep it up, man. You’re ripping through this quickly, and your airship is looking great!

-Rage


#46

@Rage: oh yeah about that. If I was going to give this to the fxwars guys how should I know how much poly count I should do? I have no clue about these things. Oh yeah and I am kind of embarassed with my outliner. I’ve got it really messy since those bolts are so many:blush: but I’m grouping them. If you have any advices on how to keep my model clean and not heavy would really appreciate it your advices have been great!:applause:

Could I have 2 versions of this model though? like one is detailed model and the other is for the fxwar guys if they would wanna use it.


#47

This is an interesting thought. Typically I go hog wild on the poly count in these challenges and don’t consider someone else needing to use the model. I guess we would need to know more about what the FXWars challenge is going to entail. Making a low res version may not be a bad idea if someone wants to shoot your model from a distance.


#48

that is a very good idea…
-R


#49

hhhmm one of the description of the challenge said this: The artists will have at their discretion how detailed the models they will be working on. But then after what Rage said,:shrug:. My brother told me to ask how much should the poly count be, like the dominance war challenge?

so I guess I might have to pause here for awhile before I continue on. Since there is a question raised


#50

Try and think of it this way, James:

Every Poly (Or every Vertex, really) asks a little more from your system. It needs more memory, it takes up more room in your file, more work for openGL(and your vidcard), more time to render. And when it’s animated, it takes more for your processor. There are a lot of other variables that I’m not mentioning too. This isn’t a big deal when you consider a couple extra vertices (the difference is would not be noticeable at all), but when dealing with thousands of extra veritices, it can add up quickly. Think of your cables, for example. each point from your initial shape gets duplicated along a curve with x amount of segments, then the cable duplicated as well. Well like I said, it adds up fast.

Maya can handle a lot, though, and when it’s pure modeling for a still image, then it’s the end results that count. But when working for animation it becomes a little different.

Basically your poly count will be a lot different between a cube and a sphere (or an airship and a conoe). My suggestion is that you just try and stay conscious of what you imagine will be done to your model. If you picture them using a lot of closeups, then I would model a lot of detail (and increase your polycount), or if you imagine that your ship will mostly be seen at a distance, then you can get away with less smaller detail and concentrate on larger details (and decreasing your polycount). There will always be a sacrifice somewhere. But you can decide what to sacrifice depending on your needs.

As for your outliner:

It is quite important to name your objects and keep them as organized as possible. Especially when starting out. Not only for others, but for yourself. Even when you model things only for yourself, it’s a good habit to get into. Eventually you’re going to end up making stuff for other people to use, so naming your objects as you create them is key. Another important thing for organizing your outliner is to use a naming convention. something like this:
m_HULL_back (m would stand for mesh, hull is capitalized so it sticks out, and back says it’s the back portion of the hull). so from then on, you could continue like m_HULL_front, m_TOWER_bridge, etc. etc. You could use different prefixes if it were a light, a locator, a shader or material, etc. (s_HULL_back =shader_HULL_back).

Hope that helps, and to be fair, your great desire for 3d gives me inspiration and motivation to work on my own stuff. Keep it up!

-Rage


#51

There is no such limit in this challenge, at least not that I’ve seen. My Cheetara model ended up being 5.5 million polys after displacement and everything. Animating it was a beast of a task though my system held up to it.


#52

@ Rage- WOW! Again, thank you for the amount of time you spent for giving me information on these things. Wish I could return the favor:blush:. Anyway, I guess I will be modeling a detailed version then since most of the scenes I’d like for this is close up because I will be showing the interior of the main zeppelin where the air crafts will be deployed. As for the outliner so far so good I’ve been naming them but I like the way you showed how to name them. Not only does it look professional it looks neat and not confusing. Again thank you so much! :bowdown:

btw the reason why I’ve wanted to model detailed was because I wanted to see how much I’ve learned in a year. After modeling I will be focusing on texturing so i might not be around for another hmc for some time :slight_smile:

@Wyatt- ohh I see so then it’ll be ok to continue on with the way I model?


#53

ook i noticed i haven’t updated my model lately. School work, but what the heck, after effects is just really fun to use. Kramer rocks :buttrock:. Anyway here’s the model of the Rotor inspired by the V-22 Osprey


#54

I’ve finally modeled the central zep I’ve got two versions one is smoothed out and one still looks like a zep:


#55

when do you sleep? :surprised

-Rage


#56

Not sure what you meant about the question but it was around 4 pm here in the Phils. when I updated. To be honest, if there was no need to sleep I wouldn’t anymore. Learning a lot of these things has been addicting especially the after effects. My first time using it and it’s been quite fun :D:scream:


#57

I’m lovin what you are doing here! Keep it up! Is that a rudder on the lower zeppelin? Is it going to be connected with some controls?


#58

Hi thanks! ohh that. It’s like the control tower of the zeppelin haven’t detailed out the model of it. It’s about time I showed what sparked me to make the idea of my zeppelin and it is this:

I was searching around in google for reference pix of some kind of train look since before I reread the instructions, I was thinking of making a battleship and this was where I got the inspiration but then after rereading the contest instructions which everything is in the air I just trasferred the design from battleship to zep :smiley:


#59

Ooh man I gotta stop looking here…you have all sortsa good reference that gives me ideas for my airship! :lightbulbTime to go back to google methinks


#60

A lot of good stuff on the site that the image above is from…also just found this one:

http://whathappenstwice.com/galleries/art_deco/