August 12, 200718 yr I think I'm finally getting somewhere!http://i91.photobucket.com/albums/k282/Ben...nterprise18.jpgI will probably lighten up the panel lines a little, later, and I'm still modifying geometry as I pour over extreme closeups of the studio model, but all in all, I'm really happy with how it is coming out.I think the biggest thing I learned modeling this so far is to allow it to evolve from less detailed to more detailed. This is positively a blast.While night maps are done one way for FS, I'm still trying to figure out the best way to fake lite windows without cutting them in the model for animation.Patrick
August 14, 200718 yr Well, not being happy with the accuracy of the engineering hull after viewing many pics, I re-did it completely.Here is the result so far.http://i91.photobucket.com/albums/k282/Ben...nterprise20.jpghttp://i91.photobucket.com/albums/k282/Ben...nterprise21.jpgI think I finally got it right, so I'm going back to texturing. Unfortunately, this is difficult as I have to locate all the windows from references manually.Patrick
August 14, 200718 yr Moderator Dang! That's looking mighty sharp there... :-beerchug Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
August 14, 200718 yr Commercial Member I might be able to offer some images for this... as in actual decals from one of the scale models that was sold on the market a while back.That would also include images of exactly where each decal is to be placed. Ed Wilson Mindstar AviationMy Playland - I69
August 15, 200718 yr >I might be able to offer some images for this... as in actual>decals from one of the scale models that was sold on the>market a while back.>>That would also include images of exactly where each decal is>to be placed.Interestingly, I have discovered that when I look at the drawings I have, have the windows, but I guess the resolution on the 3-view planes I setup is such that they are not showing up. So, I might be able to fix this with a little experimentation, and perhaps changing from .bmp to some other format, or enlarging it in photoshop.Unfortunately, the kits do not match the studio model size exactly in some cases, but I do have copies of the studio model decals on hand that someone keep when they borrowed the model for a few days as props didn't want them back when they found them.Patrick
August 15, 200718 yr Ok, after reviewing film footage, and detailed photos, I have re-done the engine nacelles.Here's where I'm at:http://i91.photobucket.com/albums/k282/Ben...nterprise23.jpgClose up:http://i91.photobucket.com/albums/k282/Ben...nterprise22.jpgSome of the detail (like the piping) will be on the textures to save on polys. Later, if I don't like the result, I'll add the geometry.I am completely happy now with all geometry but the impluse engines which I will adjust later. Next I'll completely texture the nacelles.Along that line, I have a question.I had modeled the nacelle from an initial sphere of the collector. That was then semi'ed and then the rear poly extruded etc.At this point, I have "detached" the semi-sphere that is the collector (at the front of the nacelle) as a separate part for texturing. My question is, do I have to do that to reduce "verts" (due to texturing), or can I just leave it attached and UVW map based on face selections (meaning it's all one part)?Basically, either way, I can lay out the UVW's on a texture by selecting the faces and then "normal flattening" them. Since this part has a different texture than the rest (eventually it will be semi-transparent with lights under it) I figured best to separate it.Thoughts?
August 17, 200718 yr Well, after spending a bit of time re-doing the geometry of the inner nacelle yet again after further review of photos, I finally UVW mapped it last night.http://i91.photobucket.com/albums/k282/Ben...nterprise24.jpgIt's coming along well, and it is relatively easy to UVW map, although a bit tedious. I will have to size and move things around a bit to get the level of detail I want on some parts, but this doesn't surprise me since this is the first model I've textured.I still haven't figured out how I'm going to animate the collectors, but I'll worry about that last. For now, I'm going to take a part at a time, finalize the geometry, and then UVW map and texture it.Patrick
August 19, 200718 yr Well, I have made progress, but it has been slow as I learn the in's & out's of UVW mapping.So, I have a question. This is where I'm at, and will help to illustrate my question.http://i91.photobucket.com/albums/k282/Ben...nterprise25.jpgWhen I textured the Nacelle, I did the port, then duplicated and horizontally flipped the texture and then UVW map. I then replicated the geometry across the X axis. I found that if I use the toolbar mirror the texture won't render (as it is flipped), so I ended up using the mirror modifier and all was fine.I then proceeded to use the same proceedure for the pylons. However, when I attempted to use the mirror modifier on the pylon, it will not properly mirror across X due to being rotated 43 degress, even if I play with the pivot point. Seems to be a bug.Anyway, this forces me to use the mirror tool on the toolbar. If I then flip the texture and UVW map, while it appears in the view port correctly, it will not render, as it believes the face of the UVW mapping is flipped and not visible. I have tried playing with mirror vs. flip on the UVW edit menu, to no avail.I also tried the symetry modifier as an alternate, but this does not work either.Any ideas how I can fix this? In the photo, I simply let it use the texture and mapping from the port pylon. I know I could also turn the texture, but want to figure out how to make the program do what I want, vs. having to do what it wants. =)Patrick
August 19, 200718 yr Moderator Patrick,Please engrave this on the back of your right hand:"I will NEVER use the Mirror Button on the upper toolbar!" ;)The "secret" of mirroring, especially parts at specific angles depends entirely on where the part's pivot point is set.Here is a "quick-and-dirty" model I spent all of 90 seconds creating. In this case, I Attached the port nacelle to the port pylon, although I could have simply Linked the nacelle as well.I carefully moved the pivot point to place it at the "rotational axis" of the pylon.I then used the Edit/Clone (again, never use the "Clone" button on the toolbar!!!) operation, then applied a "mirror modifier" to the stack, leaving the "Mirror Axis" on X.Easy! ;)I also recommend reading this short article I wrote:Mirroring Parts in Max/GMax Perfectly!http://www.aerodynamika.com/cgi-bin/yabb/Y...?num=1183676822http://img403.imageshack.us/img403/6880/mi...gledpartjo0.jpg Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
August 19, 200718 yr Oh trust me, I already completely understand the problem, and the difference with the toolbar version.The problem is that in this case, despite the pivot point being in the correct spot and orientation (centered with respect to X, and oriented to the world coordinates) it still acts as if it was locally rotated, so when I mirror the object, it mirrors across an X that is not really there (ie. the old local X vs. the actual X axis).In other words, I couldn't use the mirror modifier.It seems this is a bug, and that the only solution was to delete and re-create the geometry, as is sometimes the only way with obscure Max bugs. This is, of course, because the mirror toolbar option would not allow me to texture the way that I wanted.I already have found that I have to use the mirror modifier if I want to flip UVWs.http://i91.photobucket.com/albums/k282/Ben...erprise25-1.jpgPatrick
August 19, 200718 yr Moderator >Oh trust me, I already completely understand the problem, and>the difference with the toolbar version."Completely?" Are you that sure? ;)Personally, I'm humble enough to admit that I'm still a rank beginner... :-hah As for your axis, which did you have selected and active when you added the "mirror modifier?"Note from the example picture posted that I had the "Local" axis of my part selected when the "mirror" was added to the stack.Any of the other "axis" options will yield wildly different results, most of 'em undesirable, but any one of which might "accidently work..." ;) Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
August 19, 200718 yr Well, unlike many, I have read the manuals, and taken courses etc. so I wouldn't say I'm a rank beginner, just a beginner.... which ranks you up there in at least advanced beginner. :-beerchugI tried that too (playing with the axis) before I delete the geometry and re-did it. It was just plain acting weird, and there was no fixing it.Took less time to just re-create it. :DI used to hate to delete polys, but now that I can create them fast it doesn't bother me as much. I have to laugh though at how long I spend on doing it, only to then go back and completely re-do it later, hahaI have re-modeled all the major geometry on this model at least once. The entire nacelle is modeled from an original sphere! The main engineering hull was a spline cage, and the main saucer a lofted line. =)I just didn't realize that the real vert pushing is in the UVW mapping!
August 20, 200718 yr It works.http://i91.photobucket.com/albums/k282/Ben...riseModel01.jpgThis is the size of the studio model. Exported fine, I just didn't make the .dds's for it or finish mapping/texturing yet.Fun, fun fun. :)
August 21, 200718 yr Finally figure out how to texture the puppy.http://i91.photobucket.com/albums/k282/Ben...riseModel02.jpgSo, now I can really get down to business. I think I'm going to setup the textures so that it can be made into all the various ships.I'm going to try to animate some windows that animate on the model, and animate the ship as scenery to bounce up and down slightly as if suspended by a magnetic field, and build a simple stand for it or something.Haven't gotten much time in working on it the last few days though.
August 22, 200718 yr Made some cuts to more closely model the curves of the studio model on the engineering hull. Also, re-shaped the front of the "jaws" and added some detail. http://i91.photobucket.com/albums/k282/Ben...nterprise27.jpgAdded the last details to the nacelle textures.http://i91.photobucket.com/albums/k282/Ben...nterprise28.jpgFinally, re-did the shuttle bay doors.http://i91.photobucket.com/albums/k282/Ben...nterprise26.jpgNow I'm finally happy with all the geometry. :)
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