Spectacular 3D Entry: Wesley Tack


#10

Cool Idea! Sounds spectacular. Can’t wait to see more.


#11

thanks everyone! ,

Red_Plague: i don’t know that myself really, i think i’m gonna go for a dayscene, or something dawn-isch.

no really, i had an accident almost 8 years ago leaving 2 main right arm muscles parrilized, (biceps and delta) 1ste one to bend the lower-arm + rotate (so for writing and stuff its no problem, but my drawings are just not going anymore, since my steady hand is gone, and since i cant keep my hand steady for more then 0.5 seconds :stuck_out_tongue: ).

if it’s really needed i could post some jibrish, but a sketch is ment to illustrate how i see my scene, and i don’t see why it can’t be a 3D sketch, cause thats what it is (took me 10 minutes to make, sketching if you will). I really hope they don’t see a problem with that.


#12

yeahh

I like te camera position… :drool:


#13

Cool model of the engine. Can;t wait to see the full scene :slight_smile:

Yong


#14

Hey man, nice start :), nothing bad to say.
I wish you the best for the next months


#15

I like the concept, especially the composition (position of area of interest and use of the diagonals to increase the dynamics of the scene). I think you’re on a good path to a very good illustration.


#16

Nice work hope u finish it ! good luck !


#17

LIke the concept a lot, cool modeling cant wait for more:scream:


#18

:smiley: can’t wait to see how this turns out!


#19

Hey, good idea!
You could include a starship of a news channel take a video of this scene. What you tink about? A CNN starship in the deep left of you image. It will transform you scene in a history scene.

(sorry my very bad english) :slight_smile:
Raul Tabajara


#20

I made a quick 3D sketch of the gunship, this to make my high-poly modeling easier. The two outer engines can rotate for landing/taking off. Also mounted on the two outer engines are the cop lights (red and blue), they will rotate with a consistent speed around the engine. And the rear landing gear will also come down for landing within the engine parts.


#21

thanks for the comments,

Raul Tabajara: a cnn blimp comes to mind, with a big ass projector on the side, giving a live feed of what it’s filming. Could be a nice touch to the scene, i’ll see if it fits in somewhere. I was planning to add lots of adds beside the freeway and on the buildings, so the CNN blimp would not do it wrong.

Been busy updating the engine aswell, will post a new image of it later today.


#22

Cool stuff man, I think the space ship design os pretty sweet, and the over all concept is exciting and action packed. The ship looks really well thought out, all the components seem practical and areo-dynamic, and most imoportant, it looks cool. Keep up the good work. Alexi


#23

Added more details to the engine. All thats left is the rear part, then they are finished. The Red / Blue lights have been added + the landinggear and an airfilter + fueltube.


#24

Got a question for you, hope you can help me :confused:
How do you go about texturing mechsmoothed models? when i do a UV map on the low-poly model and texture it, when it renders it and changed its smoothness to meshsmooth 2 the UV is ****ed up. When i UV map it at meshsmooth 2 there are just so many vertexes in my UV EDIT window it crashes/hangs my system for 10 minutes if i want to move/scale it :expressionless:
And this is ONLY for one engine, what will my computer do when i’m starting the whole scene !? I thought it would be do-able on a AMB 64bit 3500+ ati x800pro 1024 dual layer ram…
I don’t get it, is there an easier way?

I also had to go from Brazil to Scanline :confused: (cause with brazil it takes 15 minutes to render just the engine arggg !! ) and i love Brazil :confused:

Anyway, here are the latest renders, didn’t do much on it cause of the problems above.

thanks!


#25

I’m guessing you’re on 3DS Max? I don’t know squat about Max unfortunately, but usually there would be some sort of option to make the smoothing algorithm also smooth the UVs in the same way, thus making everything match at rendertime… but aside from that general thing, maybe another Maxer would have some more hands-on suggestions for where to find that option and switch it on…


#26

yeah,am i right? another great competitor? yeah,absolutly! keep goin,dude…:thumbsup:


#27

very nice concept ad designing also …put it up:thumbsup:


#28

thanks guys,

James: Thanks for the help, i found what i was doing wrong, i had the meshsmooth on the model already. In 3DSmax you need to add the UVmap modifier first, and then the meshsmooth modifier! :confused: Ohwell, another lesson learned.


#29

cool idea.realy interesting.love design and modeling.:thumbsup:
cheers.