' Wrote:Thats a pretty damn good model for a first attempt. Much better than mine was.. although thats not saying much, heh.
It actually reminds me of the USS Enterprise a bit.
Gracias Amigo!
I was surprised to myself when i was looking at it for a good while. I smiled on seeing my very first try, until my mom caught me smiling to the computer. She thought i was watching X-rated pics :lol:
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Mephistoles
I was surprised to myself when i was looking at it for a good while. I smiled on seeing my very first try, until my mom caught me smiling to the computer. She thought i was watching X-rated pics :lol:
Hahah, that has win.
Have you drawn your concepts out on paper first?
I find that always helps solidify some things.
Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
However, I don't feel its' freelancer-ish enough. It looks more like something from Mars than Sirius. I find it's best to find a ship that needs to be built, and build it, rather than build a ship and try to fit it in somewhere. If that makes sense.
for a first attempt, its a very good one. better than some of the others ive seen. however, in terms of being a model for freelancer, you've still got a bit of a way to go. i do suggest trying to get your hands on 3ds max, since its a very good program for both 3d modelling and texturing.
when you do designs for freelancer, remember to keep the vanilla elements in mind while designing stuff. for example, kusari = wings. liberty = axe head, big engine, rheinland = armoured turtles, bretonia = seafood. ofcourse, deviations are allowed in order to come up with new bright ideas, but those are like the basic elements to keep in mind.
i highly suggest not using milkshape for doing any 3d modelling of any sort, since its a very, very... pathetic program to do any 3d modelling in (when i designed the kusari battlecruiser model first, i made it in milkshape, exported it to 3ds, found just tonnes of errors everywhere, so rebuilt it from scratch in 3ds, and also used less polys). the only time you would need milkshape if you use 3ds/maya/etc. would be to doing the importing and exporting of models and hitboxes (though there is a method to texture in milkshape as well which is used by a few people if im not mistaken, it works if you know how to do it well ofcourse. im not familiar with it since i do all my texturing in 3ds.). one thing alot of new modellers (even me) have problems with, is hidden/duplicate faces. these faces cause unecessary increase of poly/vert count in the model, and they are not even seen, since they are probably inside the model, so you can delete them to both reduce poly count and save yourself a headache. as i've seen, you're already using the mirrorring method, so thats a good thing.
To add on what frozen said, another mistake people make when modeling (And one that I can see on your model from those pictures) is unconnected verticies.
This happens when you place a verticie on top of another face or line without connecting it. It also happens when you cut a face. To remidie this problem, I usually delete the unconnected faces and then create new faces to join with the vertice. There is probably an easier way to do it, but I haven't figured it out yet. But it works well enough for me, at least.
This is an example of unconnected verticies. You can see that the edge I have selected goes from the top of the box to the bottom, instead of splitting in two at the verticie like it should.
By using the create tool, you can delete the two non-ajoining faces and recreate them, and now your loose verticie will be properly connected.
Again, there's probably an easier way. But I haven't found it yet, and this works fine for me.
Also, when using metasequoia make sure basic mode is turned off, go to file and make sure basic mode is unchecked.
' Wrote:To add on what frozen said, another mistake people make when modeling (And one that I can see on your model from those pictures) is unconnected verticies.
This happens when you place a verticie on top of another face or line without connecting it. It also happens when you cut a face. To remidie this problem, I usually delete the unconnected faces and then create new faces to join with the vertice. There is probably an easier way to do it, but I haven't figured it out yet. But it works well enough for me, at least.
This is an example of unconnected verticies. You can see that the edge I have selected goes from the top of the box to the bottom, instead of splitting in two at the verticie like it should.
By using the create tool, you can delete the two non-ajoining faces and recreate them, and now your loose verticie will be properly connected.
Again, there's probably an easier way. But I haven't found it yet, and this works fine for me.
Also, when using metasequoia make sure basic mode is turned off, go to file and make sure basic mode is unchecked.
:blink:oohhh...so thats how you...do it. Thanks for telling me:D
For the others, IS A FIRST ATTEMPT. Meaning, not for publishing, not to critisize what it is and etc.