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Ship Model (Base)

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Ship Model (Base)
Offline 13CentKiller
05-16-2010, 05:07 AM,
#11
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Posts: 1,635
Threads: 88
Joined: Jan 2007

Is it even possible to model in quads with Sketch-up? Those triangles are making me dizzy. Good idea, poor execution. I don't mean that in a nasty way...The shape is good, but the way it has been shaped dosn't do it any favours.

[Image: Il4lzb1.png]
"Three o'clock is always too late or too early for anything you want to do."


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Offline Elrainn
05-16-2010, 05:54 AM,
#12
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Posts: 168
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Joined: Oct 2009

I'm not quite understanding what it is you're trying to say. More squares? There are really no place for squares in this model, what is it that you have against triangles?:P
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Offline 13CentKiller
05-16-2010, 07:39 AM, (This post was last modified: 05-16-2010, 07:42 AM by 13CentKiller.)
#13
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Threads: 88
Joined: Jan 2007

Sorry about my last post, I rushed it a bit. quads are squares (as you probably already know) and I hate triangles because I spend hours trying to remove them from my models. There are two examples of topology bellow. The models are not mine.

Bad topology:
http://img443.imageshack.us/img443/6686/...rksha9.png

Good topology:
http://www.itsartmag.com/features/thelaugh...ne/tlo_topo.jpg

Triangles and ngons (shapes with 5 sides) are badness. It dosn't really matter when modeling solid objects, but it is ideal to have good topology as it makes the texturing process much easier. When you have triangles and ngons everwhere, you get stretching and warping of the textures making them look strange on your model.

When modeling a ship for example: In Maya or 3DS Max, you would start with a box, extrude the box add faces, extrude faces and block out the model. Then you would add detail and start shaping the model and refine detail more. I don't know if you can do this in Sketch-up. I havn't used it so I don't know of its capabilities when it comes to making models.

I want to see what you come up with in Metesquia.:)

[Image: Il4lzb1.png]
"Three o'clock is always too late or too early for anything you want to do."


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Offline tansytansey
05-16-2010, 10:01 AM,
#14
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Posts: 4,099
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Joined: Aug 2008

' Wrote:I hate triangles because I spend hours trying to remove them from my models.
Milkshape reads everything in Triangles, so not much point going through and removing all your tris if the program is gonna put them right back in when you go to export your CMP

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
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Offline 13CentKiller
05-16-2010, 10:10 AM, (This post was last modified: 05-16-2010, 10:11 AM by 13CentKiller.)
#15
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' Wrote:Milkshape reads everything in Triangles, so not much point going through and removing all your tris if the program is gonna put them right back in when you go to export your CMP
Triangles have just made texturing hell in my experience. Since Milkshape reads triangles differently, maybe it textures them differently aswell.

[Image: Il4lzb1.png]
"Three o'clock is always too late or too early for anything you want to do."


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Offline tansytansey
05-16-2010, 10:28 AM,
#16
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Posts: 4,099
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Joined: Aug 2008

I've textured in both 3DS Max and Milkshape; they both use the same UV Unwrap function that works nearly exactly the same. I find modifying the UV co-ordinates easier in milkshape, but selecting the faces is easier in 3DS Max. None the less, don't think I'll be using Milkshape to texture any more, 3DS Max gives better results.

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
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