Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Khalee on April 02, 2004, 12:01:28 am
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Yes there is a error on this engine that I just cant seem to fix. If you can spot it then Ill keep working on trying to fix it. if not then Ill get it as good as I can and leave it, and Ill make sure to not get too close to it when takeing shots of it.
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Other then the shading look wrong at a glance it doesn't show any appearent errors. Once textured you probably would not notice anything else anyways.
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Lookin good
is the error in the stl check? its useually need to weld some verts or there is a vert that is not needed and needs to be deleated, as for the pic its hard to tell
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What error? Looks good to me...just hope it doesn't come out when you texture it. I've had that happen, don't see anything wrong until the texture is applied, then it sticks out like a sore thumb. Looks good now though.
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Looks like its missing the grill ???
Hey did ya get that file I sent K?
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Yep I got it But Cant use it for some reason all other Adobe files show up in max but not that one. And the grill missing is not the error. Ill give a hint, look around the top of the trench cutout Kinda where it starts to curve down then see if you can spot it.
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Erm, it's too high poly?
ROFL, it looks fine right now, there seems to be some odd shading at the rear of the inset but that's probably nothing.
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Well I fiddled around some more with it and got it as smooth as I can, I can still see it a little bit, I guess its because I know what to look for, but this is final for the basic shape and it does have a temp texture on it too, so maybe that will help spot it.
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Well I know that Max has a problem displying PCX files... If you render with "Force 2-sided" enabled and it shows up, then maybe you have inverted faces ie "Flip Normals"
Well the mesh certainly seems accurate enuf: if there is a smoothing concern you might try detaching the groove from the rest of the mesh as max will try to smooth across welded vertices.
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Well detaching worked would never have thought of trying that, learn something new all the time

now to start the intercoolers again but seeing how they are not just a lofted circle on a line like I did before, how would you do them?.
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Cool Im glad that worked out for ya.

As far as the intercoolers go the cross-section was described earlier as a very rounded rectangle. I really cant dispute that but I think an elongated circle with 2 flat sides would be more accurate. Anyway the way I made mine was to make an outline of the intercooler usnig the side view, then applying the bevel modifier with rounded bevels enabled. This way it is easier to get the radiused corners (outer and inner radius) correct. Lofting might get you good results too but to go the bevel route is what I would try.
Good luck! Great work too....