Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: DookeyKing on December 18, 2003, 02:09:40 pm
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Let's say, for example, you wanted to make a romulan ship. What technigue would you use to create the curve of the wings from the front view???? Would you use a bend/flex modifier?? Maanually manipulate the vertices?? Or do you use Loft?? Or something else entirely?? I would love to hear from all of the modellers running around here and then maybe we can all learn a little something from each other. Anyway, I appreciate any help.
Thanks,
Scott
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I am a mesh man...I take a primitive and alter the verticies to get the shape that I desire
I use milkshape as my weapon of choice
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with milkshape how do you put together part of 2 ships to do a kitbash?
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I either go with straight mesh-editing. Or if the shape is rather unusual I will make it out of a spline cage.
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how?, can you help me step by step on how to put it together?
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With Milkshape it is all about just moving Verts' just as plain and simple as that.
If you want to create a basic shape build a box hit it with subdivide then delete all of the sides but one face of the box, then move the verts around until you get the desired shape.
As for Kit'ing two ships into one ...load up the first object you want then save it as a Milkshape file. Load up object #2 and either save it as a Milkshape file or dirrectly Merge both files together. Make sure one of the two files is highlighted so you can pull and move them around to where they might need to be on the model.
The best thing to do is play with the program as much as you can. I've been using Milkshape for close to two years now and I am only grasping maybe 20% of its potential.
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ok i found merge, so how do i move a selectet part?
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use the select button and high-lite what you want.
Just play with it and you will learn it quicker than it takes to post questions about it.
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Here's a bit of advice that will help you in the long run, although you may not be able to do it at first: Forget creating and altering primitive shapes, but rather mesh each polygon (triangle) INDEPENDENTLY, no matter how long it takes. Exceptions would be obviously geometric shapes which are more efficiently handles by lathing or creation of simple cylinders or boxes that are layered. Modelling each polygon independently is quirte efficient at creating odd shapes and if you need to keep the poly count low.
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i don't care if its a big pylogon, i still want to try more merging and moving part, later i will try somethink else
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btw atra will you make the first arcadia the black one?, that would help the pirates