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Centurion_VarDin
Lieutenant
Joined: 02 Apr 2005, 01:00 Posts: 373 Location: Ch'Rihann, Romulus system
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An ENT era scout from which race? The Feds?
_________________ Never dispatch your entire armada into a single battle, never decloak the entire fleet before assaulting and never have all your ships attack and move simultaneously.
-Global Military Directive
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08 Nov 2005, 00:32 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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no ive been assigned to do dominion ships
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08 Nov 2005, 14:42 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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OK guys ive finally got my new computer all set up how i like in and now i hope to get to some serious modelling:) within the next week, ive been tinkering with my scout for a while now and i think im almost happy with the enitial concept. So look for something in the next week or so....
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12 Dec 2005, 17:16 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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i finally have an update to give you all on the progress of the Tholian ship i was working on.
there has been none, other than i have now started all over. Now i have more knowledge than just primitive shape making!
also got some newer, better blueprints.
i'll get a visual up asap.
_________________ Hello!
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16 Dec 2005, 01:41 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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A little teaser:)
Sorry this took so long, just got light wave like a couple weeks ago and its taken me this long to learn how to use it:)
More to come...
It will be a dominion scout when done
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25 Dec 2005, 10:03 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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A little more done for those who didint know what it was before:)
id appreciate any critisism or coments:)
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26 Dec 2005, 06:42 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Well I told what I thought of it on MSN...so this post is pointless!
I'm glad that you've doubled it up now, it was confusing with just the one half of the ship!
Oh, and still no luck by the way... ![Sad :(](./images/smilies/icon_sad.gif)
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." ![Image](http://folding.extremeoverclocking.com/sigs/sigimage.php?t=46574&c1=FFFFFF&c2=000000&c3=000000&c4=0000CC&c5=FFFFFF) ![Image](http://star-trek-games.com/images/Supremacy_banner_smaller.jpg)
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26 Dec 2005, 16:34 |
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Captain_Billy_Bacon
Commander
Joined: 15 Sep 2005, 01:00 Posts: 1048 Location: West Yorkshire!
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Like the look of it what ship is it romulan of coruse what class lol/?
_________________ I dont have the requi3rd equipment to be braindead
<a href="http://www.recordstore.co.uk/home.jsp?&CatalogNumber=INSREC08-BUND*" target="_blank"><img src="http://www.xtaster.co.uk/projects/Fightstar/myspace-floods.jpg" alt="Support Fightstar on Xtaster" width="210" height="684" border="0" /></a>
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26 Dec 2005, 19:18 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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no its dominion, scout class enterprise era
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26 Dec 2005, 20:08 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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zahadoom, go here http://www.lwg3d.org/v3/index.htm for advice, and tuts seing lightwave, you`ll find some of the best lwo users on earth here.
_________________![Image](http://www.star-trek-mods.com/images/sigs/banner_1.jpg) ![Image](http://www.star-trek-mods.com/images/sigs/banner_2.jpg)
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27 Dec 2005, 10:23 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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that bad eh lol
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27 Dec 2005, 23:35 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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zahadoom wrote: that bad eh lol
god no ![Laughing :lol:](./images/smilies/icon_lol.gif) but you can never get enough tuts can you ![Very Happy :D](./images/smilies/icon_biggrin.gif)
_________________![Image](http://www.star-trek-mods.com/images/sigs/banner_1.jpg) ![Image](http://www.star-trek-mods.com/images/sigs/banner_2.jpg)
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27 Dec 2005, 23:49 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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no no thanks alot man, i was just pulling your leg
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28 Dec 2005, 02:30 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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ok does anyone else have lightwave, aparently my export feature isnt working.....i have version 7, so 7 or above will do fine id like to get an idea how many poly's im up to.....? im getting 250 so far....
here is what it looks like so far
![Image](http://img518.imageshack.us/img518/2365/ship35wz.th.jpg)
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29 Dec 2005, 21:56 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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Hi Zahadoom.
Your poly count is 250 but its not game (3 sided) polycount yet as you have to triple it after the model is finished. To triple a model (Convert from 4 sided to 3 sided polys for it to work in almost all games) all you do is click construct tab at top at on left find Triple or alternativly i think you select the whole model (draw all around on top view for instance with right mouse button so its all selected and press shift + t (maybe alt or ctrl).
Few tips on lw.
Get used to ctrl and alt and shift as these are good for panning in views and also drawing perfect squares or spheres and such. Get used to b key as its bevel, select a poly and press b and hold down shift i think and drag with mouse a bevel of that poly to make new shapes easily. (big tip for making a whole model from a single box hehe).
You can export from file at top left menu or save as.. and i think u can save as some other formats im not sure (been months lol).
To group parts of a model (easier to texture) select the polys u want for that texture, press q and name that select of polys as a group, you can also goto image editor and do lots of texturing and effects this way per part of models. UV mapping would be best learnt if possible its good and easy to do but get a tutorial if possible. Remember when UV'ing texture maps select UV as view option to adjust by points to fit the polys/verticies to the texture image.
To see what ur statistics for the model like polys and vertices and stuff click POLYGON at the bottom there and then press w (maybe shift and w) for the stats mini window. Select POINTS then w or s+w for points stats (different things in their own windows both are vital for keeping check of poly counts and such.
Remember ur working in default 4 sided polys (miles easier to model stuff this way and convert using triple poly later) just remember what you see in POLYGONS/window stats is 4 sided polys so you almost allways double that value to get the true value of how many real 3 sided polys it is. Remember to triple at the end as you cant export 4 sided polys to 3ds format (for jig). Also for some reason lw doest like to export to .3ds format with long texture names. So keep your texture file names short (under say 10 characters should be ok)
Hope i have given you some tips thats useful dude. G-luck on the models
Oh one more thing, this is VITAL..
When your making a sphere or cube or whatever and you do the first part of it on 1 view say top for instance and its still like blue outlined (not formed yet) press n to bring up creation settings, here you can make a sphere have as many or as little sections (smaller the better). Same for splitting up the primitive into sections say a box that u have is 4 sided with the tools u can split it up into 4 sections per 1 side originally by spliting once on each axis z,x,y. Handy as well as vital this tool is as i use it almost with everything i do in lw to define objects i create.
Oh and if u want a nice look on perspective click to the right of the word persp and the drop down menu and find textured/shaded view. Makes it look nicer. ![Smile :)](./images/smilies/icon_smile.gif) But sometimes best to stick to wireframe shaded view when working to see how poly heavy the model is or any errors.
Oh and another thing (hehe) to merge polys say 2 poly surfaces to one to save polys select two polys next to each other and press shift and z to form one poly. Similar method for merging vertices to fix up joints on models. select two (dots/vertices) and press shift and w (i think) also valuable to know.
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29 Dec 2005, 23:45 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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im not happy with the scout it looks more like a jet fighter for the super nintendo, im going to re-vamp it this weekend and then maybe start texturing it
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02 Jan 2006, 18:30 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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was bored at lunch today and i made this at work:) lightwave is much easier to use for texturing than milkshape, record low for poly's too:) all of 12:)
not the best but its hard to find good borg pics
we are the borg, resistance is futile:)
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02 Jan 2006, 19:44 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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Try to make your own textures zahadoom, its alot easier in the end if u can do them without relying on finding source images on google or whatever. Either make high poly render and colour and shade parts that way and render it out using lightwaves rendering system. Or use photoshop.
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02 Jan 2006, 20:58 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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your models look good
i was thinking of making a cube in the far future. But instead of using just one texture, I would make all the individual bumps, metal poles, metal plates, tubes, etc. That would be hard, and take forever, but it would be so realistic, it would be amazing.
_________________ Hello!
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03 Jan 2006, 00:40 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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i was just farting around with the texturing, a scolding wasn't necessary... I always make my own textures
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03 Jan 2006, 00:51 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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at least you can texture - im still learning how to mold.
_________________ Hello!
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03 Jan 2006, 00:58 |
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michae1ange1o
Lieutenant Junior Grade
Joined: 27 Dec 2004, 01:00 Posts: 231 Location: Blackpool
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I have a ton of borg textures somewhere, basic cube, tactical cube etc. think I may have to download that lightwave.. I have spazz 3d atm but it's annoying.
_________________![Image](http://botfii.armadafleetcommand.com/modules/coppermine/albums/userpics/10675/santa.jpg)
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03 Jan 2006, 02:12 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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ok ive reworked this a little, i think its alot better, the back anyway, now onto the front.......
im up to about 750 poly's
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03 Jan 2006, 03:27 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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I really didnt mean it was bad or anything, nice for a first try at cube. Just offered some advice to make it better thats all.
---
About your latest post, th front and main body (wihtout wings) kinda reminds me of the ferengi transport pod quark had once on ds9. Its coming along mate, keep at it ![Smile :)](./images/smilies/icon_smile.gif)
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03 Jan 2006, 08:44 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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the cubes textures look streched to me? i have a borg tactical cube so no need to make one guys, unless of course you just want one of course ![Laughing :lol:](./images/smilies/icon_lol.gif) mine is 2500 polys and is very very very nice ![Laughing :lol:](./images/smilies/icon_lol.gif)
_________________![Image](http://www.star-trek-mods.com/images/sigs/banner_1.jpg) ![Image](http://www.star-trek-mods.com/images/sigs/banner_2.jpg)
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03 Jan 2006, 13:47 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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are there any more borg ships needed? and will they have the full array of vessels?? ie... dimonde, cube, tacticle cube, assimilator, and sphere???
sorry i get grouchy at 2 am:) and lightwave was buging me last night.
yeah it does look like that ferengi ship, but it has no front yet so that new part you see will be the back of the ship
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03 Jan 2006, 14:02 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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jig, id like another ship to do pls...work is really dead right now and im basically here to do estimates and a couple cad drawings. Boss doesnt care as long as im here to answer the phone and all my real work is done. So i can take another one
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03 Jan 2006, 14:09 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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ok how about a nor station for the cardassians? i don`t have one of them yet.
_________________![Image](http://www.star-trek-mods.com/images/sigs/banner_1.jpg) ![Image](http://www.star-trek-mods.com/images/sigs/banner_2.jpg)
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03 Jan 2006, 14:48 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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You know a dominion station might also be cool to try mate.
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03 Jan 2006, 14:53 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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Omg... i guess i asked for it.... lol what would be the poly limit on a station....????? and what about the texture map size?
Ill get to work right away
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03 Jan 2006, 15:15 |
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