Loving the pictures, chaps
I played around with animating my ships earlier in the week, I'll try to sort a gif of it.... It definitely helped show off the scale. I'm thinking I'll not go that route though, and doing the standard mixture of writing and pictures. I've got a fair idea what to do, just need to crack on with it
Post
Fri Mar 30, 2018 2:54 pm
#2042
Then you have two independent objects - they are not actually "merged", but both in the same workspace.
This means that the placement (incl translation, scaling, rotation) must be made manually?
And then when it's ready, you can with "bridge" paste the shapes together as one.
I was hoping to have a function where I can select a shape, and then select one of its face and a face on another shape and it would automatically position correctly... Actually, my main hope was to be able to select an arbitrary number of faces, and automatically paste another shape on each of them in the appropriate plan. Would be a great way to make greebles...
Guess it would be too simple - or that I really should read the manual as I have problems to understand the rotation options beyond axis
Re: Limit Theory Fan Contest - Discussion
I am (only now) investigating this - as I can see, the "merge" allow to call a saved object within another object.HowSerendipitous wrote: ↑Thu Mar 08, 2018 7:27 pmHappy to help! Just make sure what you want to paste is saved as a separate file and use the merge option under 'File'.... Easy as thatCSE wrote: ↑Thu Mar 08, 2018 4:35 pmHS, it seems you are pasting objects (cannons) on another object (ship) in Wings 3D. how do you do that? I know only a bridging, but that requires lot’s of work as everything must be first positioned correctly and tesselation of appropriate size and shape must be created.
Thanks for any hint!
You've also got the duplicate function once the model is in there, it'll duplicate it on any axis. I've also found a clever way to scale and rotate multiple part objects around the same point, just right click on the relevant option and you can select a point/edge/face to use. Makes resizing stuff much easier.
Then you have two independent objects - they are not actually "merged", but both in the same workspace.
This means that the placement (incl translation, scaling, rotation) must be made manually?
And then when it's ready, you can with "bridge" paste the shapes together as one.
I was hoping to have a function where I can select a shape, and then select one of its face and a face on another shape and it would automatically position correctly... Actually, my main hope was to be able to select an arbitrary number of faces, and automatically paste another shape on each of them in the appropriate plan. Would be a great way to make greebles...
Guess it would be too simple - or that I really should read the manual as I have problems to understand the rotation options beyond axis
Post
Mon Apr 09, 2018 1:24 pm
#2043
Re: Limit Theory Fan Contest - Discussion
Thesleeve's shape made me think of a luxury liner for passengers.
(it's full HD - don't watch embedded )
So here it is, as a bonus in a movie form. This actually hides some imperfections in the model
This model, as opposed to the industrial ship, is done in Wings3D. While this is so much more effective, somehow it looks much less natural; so I must be doing something wrong!
(it's full HD - don't watch embedded )
So here it is, as a bonus in a movie form. This actually hides some imperfections in the model
This model, as opposed to the industrial ship, is done in Wings3D. While this is so much more effective, somehow it looks much less natural; so I must be doing something wrong!
Post
Mon Apr 09, 2018 4:02 pm
#2044
That said, I like it!
As for rotation, you can select custom axis by using the middle or right button, you can rotate around a point, edge or face. I've found that useful, especially if you have multiple objects because it'll rotate them all around that, instead of each one using the standard axis independently.
I've found the select random face option is ok for greebles if you're using flat planels.
Re: Limit Theory Fan Contest - Discussion
I think it'll just take practice. I usually start with a cube and keep cutting and extruding faces until I get a vaguely ship-like shape I use the extract function to create separate models for when I need a different texture.CSE wrote: ↑Mon Apr 09, 2018 1:24 pmThesleeve's shape made me think of a luxury liner for passengers.
(it's full HD - don't watch embedded )
So here it is, as a bonus in a movie form. This actually hides some imperfections in the model
This model, as opposed to the industrial ship, is done in Wings3D. While this is so much more effective, somehow it looks much less natural; so I must be doing something wrong!
That said, I like it!
Have you tried pressing tab when rotating and moving stuff? It means you can type a value, so there's much more precision there.CSE wrote: ↑Fri Mar 30, 2018 2:54 pmI am (only now) investigating this - as I can see, the "merge" allow to call a saved object within another object.HowSerendipitous wrote: ↑Thu Mar 08, 2018 7:27 pmHappy to help! Just make sure what you want to paste is saved as a separate file and use the merge option under 'File'.... Easy as thatCSE wrote: ↑Thu Mar 08, 2018 4:35 pm
HS, it seems you are pasting objects (cannons) on another object (ship) in Wings 3D. how do you do that? I know only a bridging, but that requires lot’s of work as everything must be first positioned correctly and tesselation of appropriate size and shape must be created.
Thanks for any hint!
You've also got the duplicate function once the model is in there, it'll duplicate it on any axis. I've also found a clever way to scale and rotate multiple part objects around the same point, just right click on the relevant option and you can select a point/edge/face to use. Makes resizing stuff much easier.
Then you have two independent objects - they are not actually "merged", but both in the same workspace.
This means that the placement (incl translation, scaling, rotation) must be made manually?
And then when it's ready, you can with "bridge" paste the shapes together as one.
I was hoping to have a function where I can select a shape, and then select one of its face and a face on another shape and it would automatically position correctly... Actually, my main hope was to be able to select an arbitrary number of faces, and automatically paste another shape on each of them in the appropriate plan. Would be a great way to make greebles...
Guess it would be too simple - or that I really should read the manual as I have problems to understand the rotation options beyond axis
As for rotation, you can select custom axis by using the middle or right button, you can rotate around a point, edge or face. I've found that useful, especially if you have multiple objects because it'll rotate them all around that, instead of each one using the standard axis independently.
I've found the select random face option is ok for greebles if you're using flat planels.
Post
Wed Apr 11, 2018 5:57 am
#2045
Re: Limit Theory Fan Contest - Discussion
Accidently posted the WIP in the submissions
There is no peace, only passion
Post
Wed Apr 11, 2018 6:58 am
#2046
Re: Limit Theory Fan Contest - Discussion
Love the shape and the detail, Catsu! Biggest thing I think you could do is change the lighting. I think that would have the biggest impact of anything you could do to that ship. As it's WIP, the textures and so forth are likely to change in the future, and you're probably already aware it looks a bit flat, so I won't bother you with that. I really love the general design, though.
Have a question? Send me a PM! || I have a Patreon page up for REKT now! || People talking in IRC over the past two hours:
Post
Fri Apr 13, 2018 3:08 am
#2047
Re: Limit Theory Fan Contest - Discussion
Thank you very much Tal. texturing sucks... but i might have to bite the bullet and dive into Mudbox.... maybe. the shape is potentially not finished (more greebling required) but im still workshopping the idea... might start over.
There is no peace, only passion
Post
Sat Apr 14, 2018 5:57 am
#2048
For texturing: are you using a software where you can generate procedural textures? It is less work and require less artistic talent... and can replace with bumps quite some greebleing...
Re: Limit Theory Fan Contest - Discussion
Looks good - actually it goes almost too fast to really enjoy the details in the interior. Any still shot?
For texturing: are you using a software where you can generate procedural textures? It is less work and require less artistic talent... and can replace with bumps quite some greebleing...
Post
Sat Apr 14, 2018 5:51 pm
#2049
Re: Limit Theory Fan Contest - Discussion
some detail along the front wedge would be nice maybe :V
right now its just a couple of big smooth plates without any detail
right now its just a couple of big smooth plates without any detail
Post
Sun Apr 15, 2018 6:08 am
#2050
Re: Limit Theory Fan Contest - Discussion
I think I'm ready to post a WiP of my submission for this one.
The exhaust plume is probably my favourite (And the part I put the most work into) part of this submission. That may well change depending on how the actual hull goes.
Edit: Updated image
The exhaust plume is probably my favourite (And the part I put the most work into) part of this submission. That may well change depending on how the actual hull goes.
Edit: Updated image
Last edited by Black--Snow on Sun Apr 15, 2018 9:10 pm, edited 1 time in total.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
Post
Sun Apr 15, 2018 10:28 am
#2051
Re: Limit Theory Fan Contest - Discussion
The thruster trail is magnificent, except for the glow: it stops short abruptly at the ship instead of bleeding over, making it look a little "off". What software are you using? I get the feeling it was part of the render.
Here's a gif I threw together in photoshop that better explains what I'm trying to get across:
Note: Doing this in-render rarely a good idea except as a test. You get a lot more control with photo editing software.
Apart from that, excellent job! Very beautiful thruster effect.
Here's a gif I threw together in photoshop that better explains what I'm trying to get across:
Note: Doing this in-render rarely a good idea except as a test. You get a lot more control with photo editing software.
Apart from that, excellent job! Very beautiful thruster effect.
Last edited by Talvieno on Mon Apr 16, 2018 10:13 am, edited 1 time in total.
Reason: edit with gif
Reason: edit with gif
Have a question? Send me a PM! || I have a Patreon page up for REKT now! || People talking in IRC over the past two hours:
Post
Sun Apr 15, 2018 8:14 pm
#2052
I'll give it a try, though if in the end I can't get it, I'll certainly take your advice and just photoshop it.
Re: Limit Theory Fan Contest - Discussion
Oh I see what you mean. That's almost certainly just a consequence of some setting and not a direct limitation.Talvieno wrote: ↑Sun Apr 15, 2018 10:28 amThe thruster trail is magnificent, except for the glow: it stops short abruptly at the ship instead of bleeding over, making it look a little "off". What software are you using? I get the feeling it was part of the render.
Here's a version I threw together in photoshop that better explains what I'm trying to get across:Note: Doing this in-render rarely a good idea except as a test. You get a lot more control with photo editing software.Spoiler: SHOW
Apart from that, excellent job! Very beautiful thruster effect.
I'll give it a try, though if in the end I can't get it, I'll certainly take your advice and just photoshop it.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
Post
Mon Apr 16, 2018 1:29 am
#2053
Re: Limit Theory Fan Contest - Discussion
Whoaw - I absolutely love the exhaust plumes!
How did you do it? What software are you using?
The ship itself looks nice, but thin - somehow it needs something to give it scale so that it looks like a "capital" ship.
How did you do it? What software are you using?
The ship itself looks nice, but thin - somehow it needs something to give it scale so that it looks like a "capital" ship.
Post
Mon Apr 16, 2018 4:43 am
#2054
I'm using ole' reliable Blender. It's about 25000 particles in a point density cloud. Emission effect and a bit of post-processing glow on the top.
Re: Limit Theory Fan Contest - Discussion
Thanks!
I'm using ole' reliable Blender. It's about 25000 particles in a point density cloud. Emission effect and a bit of post-processing glow on the top.
Yeah, I'm struggling with this one. I'm not sure how to properly give it scale. If you have any tips, I welcome them with open arms.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
Post
Mon Apr 16, 2018 6:58 am
#2055
Re: Limit Theory Fan Contest - Discussion
My go to reference for scale is usually the average size and amount of windows that you can see on the ship. To me it seems like a thing that almost all (human) ships would have in common. Maybe airlocks could also be some kind of reference, as well as visible nametags and something like navigation lights.
For more specific types of vessels it could be size of hangar bays, turrets size, etc.
Especially turrets could give a hint about the size as there might be some sort of standard size for smaller turrets that are attached to most ships. Then capital ships would have a lot of those and some additional heavy hitters.
For more specific types of vessels it could be size of hangar bays, turrets size, etc.
Especially turrets could give a hint about the size as there might be some sort of standard size for smaller turrets that are attached to most ships. Then capital ships would have a lot of those and some additional heavy hitters.