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3 Dimensional Chat / Creating the USS Enterprise 1701

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Opus
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Posted: 10th Mar 2008 19:14 Edited at: 10th Mar 2008 19:19
It occurs to me that the old Works In Progress forum that TGC used to have has vanished [probably some time ago, but then I vanished too in late 2005]. Anyway here is my work in progress on the original television version of the Starship Enterprise.

Obviously I have a ways to go yet but I figure this isn't bad for having been learning to use Blender for only about a month.

Eternal student in search of knowledge. But will settle for the occasional epiphany.

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AaronG
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Posted: 10th Mar 2008 23:23
Looks good.


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Opus
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Posted: 10th Mar 2008 23:35 Edited at: 11th Mar 2008 18:37
Thanks, I'm trying to keep it as low polly as possible, but only time will tell where that is concerned.

Eternal student in search of knowledge. But will settle for the occasional epiphany.
Opus
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Posted: 11th Mar 2008 18:28 Edited at: 11th Mar 2008 19:26
Moving right along I've roughed in the nacelles. Can anyone tell me how to perform a poly count with Blender? I wanted to keep this model relatively low-poly, but I'm reasonably sure that I've gotten way up there despite my best intentions.

Never mind! I just figured it out; i.e., I thought to look at my tool bar, and there was the information. I'm already up to 3,562 faces, and that's way over what I wanted at this point!

On the other hand, it's no tragedy either because I am producing a much more detailed model than I had originally intended. There is always a trade off in these things; and I can learn from this exercise and produce a fairly realistic looking, but much lower poly count model in the future. So it goes.

Eternal student in search of knowledge. But will settle for the occasional epiphany.

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Phosphoer
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Posted: 11th Mar 2008 20:31
Looking pretty good, if you want to reduce the poly count I'd use cylinders/circles with fewer sides. I usually use about 8 to 16 sided circles when modeling for games.

This is a random sentence about squirrels.
Noob number 556
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Posted: 11th Mar 2008 20:38
To dicover the poly count in blender, look to the right of the bar at the top of the screen to see a face count. However, remember that all quad faces will be triangulated if you export in certain formats for certain game engines.

Don't even think about reading my posts...
Opus
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Posted: 11th Mar 2008 23:00 Edited at: 11th Mar 2008 23:00
You are correct, of course,Phosphoer. I figured out after the fact that 2o vertices count circles are ridiculously abundant. I'm going to chalk this one up to a learning experience and go ahead and finish it off at a high poly count.

Speaking of which, Noob number 556, thanks for the reminder. I'll keep all this in mind for the next time!

Eternal student in search of knowledge. But will settle for the occasional epiphany.
Opus
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Posted: 12th Mar 2008 15:14
Okay, the mesh work is almost finished at this point. We already know what the texturing will be like; think of it as having been dipped in milk with some cherries stuffed in those nacelles. The poly count is off the scale and I'm not in the mood right now to rebuild a version for use in game play; but at least I now know how it's done.

Eternal student in search of knowledge. But will settle for the occasional epiphany.

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Phosphoer
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Posted: 13th Mar 2008 22:32
Nice Looks pretty awesome. Are you going to unwrap it?

This is a random sentence about squirrels.
Opus
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Posted: 15th Mar 2008 15:39
No, I don't think so Phosphoer.

I've made a huge number of mistakes crafting this model because I didn't really know what I was doing and as a result the mesh is such a mess beneath the surface that I don't think it would unwrap properly. I think that I shall keep this one as a work project and make a better, or at least cleaner model the next time around.

Eternal student in search of knowledge. But will settle for the occasional epiphany.

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