Well here we go again....
An old Storage drive died and took away all of my Star Wars stuff, I recall being horrified about the possibility of doing all of those greebles over again. So five years and 400 versions of Blender later, here we are.
(https://i.ibb.co/Q7Vcxy1/LN-01.png) (https://ibb.co/Q7Vcxy1) (https://i.ibb.co/sm5w9GX/LN-02.png) (https://ibb.co/sm5w9GX) (https://i.ibb.co/jgnqy1N/LN-03.png) (https://ibb.co/jgnqy1N)
Excellent work, my friend. I'm sorry about your hard drive. I'm now quite fervently in the camp of storing finished models on multiple thumb drives kept in different locations now.
It looks like a good start.
Lets hope it can get finished, glad I posted it eventually just spotted three mistakes lol
Quote from: oovebei on Jan 12, 2020, 01:16 amLets hope it can get finished, glad I posted it eventually just spotted three mistakes lol
That is the way it works, for sure. I've already spotted problems in my new USS Enterprise.
Nice, Very Nice!
looking sharp.
Thanks guys I really appreciate it,
Not much more to see right now, as always it takes forever to do the central hub details and then trying to rationalize it all out as well....
Here are two in progress images, one in materials setting and one in render setting so you have half a chance on actually seeing the details..
(https://i.ibb.co/hBgb713/LN-Workspace-1.png) (https://ibb.co/hBgb713) (https://i.ibb.co/sFKKZMj/LN-Workspace-2.png) (https://ibb.co/sFKKZMj)
Those details are looking hot. :)
This really does.look great!
Nice.
I see you moved over to Blender 2.8 How are you finding it compared to 2.9?
The jump from 2.79 to 2.80 was a bit like the last one from 2.49 to 2.50 so I was completely lost at first, however after making a change or two, such as the left and right-click back to 2.79 settings it fairly easy to figure out.
A few shortcuts have been lost and a few things have been renamed, but all in all not the worst transition ever. the quick view change settings on the Z key are quite handy mind you.
I need to make the jump over, but I been playing with it a little.
i thought teh options menu for 2.8 had "make like 2.79" wher it trys its best to make stuff like 2.79 for you.
I had to make space bar the search again. but so far just going with the idea 2.8 is a whole new beast.
Are you going to texture (shader/material) the pattern into the 'sails' or mesh it?
Not decided yet, texture is probably lower impact but I will see after greenies are done lol.
yeah.
I have experimented in baking texture to mesh in blender 2.8 , whole installations form a heightmap. I wonder how tight patterns would do?
I may well discuss this with you before I make any firm calls on it. I am very open to options right now.
you know me, I live in texture world especially now we have so manly ways rite in Blender.
of course, if you can sort out a dynamic material vs meshing. meshing on that level is insane IMO ... but would be super cool tho'.
The only thing about trying to bake height maps and such into Blender AND have it create actual shapes out of textures is the high polygon count. You have to give the mesh something to work with. That's not necessarily a bad thing, but if you're trying to get FAST render times, you might want to do it by hand.
John's work is always terrific. He puts a lot of THOUGHT into what he does.
yeah.
I have had some success with the decimate tool.
it seems to prune less influential polys form high poly meshes when used from height maps.
Quote from: Prime_8 on Feb 04, 2020, 01:12 amyeah.
I have had some success with the decimate tool.
it seems to prune less influential polys form high poly meshes when used from height maps.
Neat! I saw that it was there, just never used it. The name kind of threw me.
literally i think the Latin meaning is destroy or remove in tens, or remove at least a 1/10th of something .
decimating an army of 1000 troops is 1% . lol just kinda sounds worse than it is . but decimating a army of 20 .. that's an other thing. LOL
but yeah i take a crazy high poly with subdivide on . apply height map teh aply all modifiers .. then try decimate modifier.
i have a pic of one jobby some place .. i'll go look.
this one i used it to make the base by turning a concept drawing to height map , and the doing some more hand edits after to clean it up .
http://3dscifi.com/3dscifi.com/eric/index.php?action=dlattach;topic=26.0;attach=225;image
and this is an other example , teh main body was a decimated height map ..
http://3dscifi.com/3dscifi.com/eric/index.php?action=dlattach;topic=26.0;attach=425;image
That is very cool! And yeah, "deci" makes sense with 10.
You see this is the problem these days, in the beginning we have Blender Internal Render and a few options, now we can go absolutely insane if we don't mind waiting. It's all an odd balancing act :)
I think of it as Moore's Law ... but for Blender!
Food for thought for sure, not much progress to show right now it's all greebles and limited time on my part.. I am trying to throw together a quick blog so I can host my own images as well.
Tonight is my first test run with Cycles to see how she turned out, I even went as far as writing 'Lockheed' in Aurebesh as best as I could.
(https://i.ibb.co/XDjsR9K/LN-Cycles-Test.png) (https://ibb.co/XDjsR9K)
looks good to me. getting some AO makes things look juicy
Quote from: oovebei on Feb 07, 2020, 01:36 amFood for thought for sure, not much progress to show right now it's all greebles and limited time on my part.. I am trying to throw together a quick blog so I can host my own images as well.
Tonight is my first test run with Cycles to see how she turned out, I even went as far as writing 'Lockheed' in Aurebesh as best as I could.
Fantastic!
Nice looking greebles so far.
Apologies for the lack on updates been working like a loon. But week off quite soon so please stay tuned!
no worries man, i took years
Quote from: oovebei on Mar 05, 2020, 12:45 amApologies for the lack on updates been working like a loon. But week off quite soon so please stay tuned!
Sorry you've had such a rough work time! I can't wait to see what you share with us.