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3 Dimensional Chat / First ever 3D model - Spaceship C&C please

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Ezekiel
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Posted: 2nd Jun 2009 18:00
I've never ever used a 3D program before, infact the thought of using one scared me. But I decided to download Blender, watch a couple of tuts, and came up with:




As you can see, it's a really basic model, and I chose a spaceship because I thought it would be pretty easy to model.

It's all built up from a cube as you can probably see and I used a subsurf (I think?) to get it smooth when I rendered it, but if you look at the second image, there is a kind of "crease" at the top-middle and I have no idea how to get rid of it as the mesh looks perfect before I subsurf it, any help on correcting it would be appreciated. I can upload the blend file for you to look at and see if I've done anything else wrong too.

Cheers
Neodelito
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Posted: 3rd Jun 2009 00:06 Edited at: 3rd Jun 2009 00:07
nice start... now texture them...
like that.. is only a sugestion..


[url="http://www.3dpoder.com/jaimezegpi/"][/url]

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lazerus
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Posted: 3rd Jun 2009 00:28
Early on the ball thier lol
good choice on blender, most people shy away from the gui, stick with it.

the model itself seems high poly, honestly its just random extrusions bt we all gota start somewhere, keep at, look up more tutorials,
And if you ever need a hand, ask someone else cause i dont have the slightest clue on blender lol

Ill help on models though

-cb


Freedom has always had a price... Most will never know it, Some will pay your dept,
Azunaki
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Posted: 3rd Jun 2009 01:56
yea. blender because of the complexity isn't the one i would suggest learning on. but you appear to be doing fine with it.

on the ship its to much of a box. i would suggest dragging out the back to make it longer. it just looks weird being so squareish(cube whatever)
Ezekiel
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Posted: 4th Jun 2009 04:34
So, the spaceship was rubbish to be honest, I decided not to do anything more with it.

I thought I'd start a little smaller this time, so I've started work on a sci-fi turret. It's still a work in progress, going to add some more detailing, but let me know what you think of it so far:



Quik
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Posted: 4th Jun 2009 07:27
the new model, the sci fi turrent, is a ... lot off an improvement!! keep it up!


[Q]uik, Quiker than most
Azunaki
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Posted: 4th Jun 2009 07:34
i like it. its defiantly an improvement. (mind showing a wire frame and poly count)
Ezekiel
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Posted: 4th Jun 2009 14:34
Quote: "i like it. its defiantly an improvement. (mind showing a wire frame and poly count)"


How do I do that in Blender?
Ezekiel
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Posted: 4th Jun 2009 15:57


I think that's right?

Anyway, the pipes won't go wire, I think because I made them from a bezier curve with a bevel object. Have no idea why the little "barrels" aren't showing up as wire, I set the material to wire

Any pointers, tips and other stuff is more than welcome
Phosphoer
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Posted: 4th Jun 2009 19:28
The model is nice, good job

Quote: "Anyway, the pipes won't go wire, I think because I made them from a bezier curve with a bevel object. Have no idea why the little "barrels" aren't showing up as wire, I set the material to wire "


Unfortunately, I think both of them are displaying their wireframe. They are so high poly that it just looks like they aren't. Next time, when you add cylinders and spheres, use divisions of like 12 and 16 instead of the default 32. That should lower your poly count by quite a bit.

Azunaki
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Posted: 5th Jun 2009 01:18
.....umm ive never used blender(for more then an a hour) so i have no idea... but that's not what i meant. (although it at least gives us an idea of it...)

and like phosphoer said don't use the default size. its way to much and can take your computer to a screeching halt way to fast.
Ezekiel
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Posted: 5th Jun 2009 01:55
Well, I've added a ton of things and changed the design of the turrent.

Heres the new picture:



I've reduced the poly count by a ton, now takes seconds to render instead of like 10 minutes lol

Still need to add some more gizmo's to it, but let me know what you think.
BMacZero
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Posted: 5th Jun 2009 03:21
Poly count can be found in the upper-right corner (labelled as Fa or Faces).

Good job! I like the turret, it's shiney



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Azunaki
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Posted: 5th Jun 2009 03:27
the turret is nice but (WAY) to high poly
BMacZero
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Posted: 5th Jun 2009 03:50
Hey, different poly counts are good for different uses. As a game model, yes, it is waaay too high-poly. But for a rendered image or something like that, it's great.

By the way, WOW!! Your skill level seems to be growing exponentially by the second



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Azunaki
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Posted: 5th Jun 2009 03:56
...(when it takes more then a min to render something in that much detail its way to high poly (by that i mean you didn't have tons of extra bumps and stuff for detail)

i like the new one more.
Ezekiel
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Posted: 5th Jun 2009 05:09
Right, I'm calling this done now. Added a couple of extra bits. Reduced poly count by almost 37,000 even though I've added loads more detail lol.

Thanks for all the comments guys, probably going to start work on something else that can be used ingame.




Also attached is the .blend file, do with it as you will.

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Phosphoer
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Posted: 5th Jun 2009 06:26
Quote: "when it takes more then a min to render something in that much detail its way to high poly"


Actually, I can disprove that by making a render of a cube which takes far more than 10 minutes. Raytracing and stuff like that will skyrocket the render time even if you are rendering a low poly model.

Clbembry
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Posted: 5th Jun 2009 06:31
Quote: "when it takes more then a min to render something in that much detail its way to high poly"


How is more than a minute way to high poly? Maybe for a game model, but that's it.
BMacZero
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Posted: 5th Jun 2009 06:36
We wouldn't need render farms if everything took less than a minute to render



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Azunaki
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Posted: 5th Jun 2009 06:37
....umm.... is blenders rendering that bad....? (i render things with up to 200000 polys in about 15 seconds so.....)
Sid Sinister
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Posted: 5th Jun 2009 10:10
Nice job so far! I can't believe it! A beginner artist with good edge flow and an eye for what they're working on! Keep up the good work, I know you will do great things

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
Phosphoer
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Posted: 5th Jun 2009 11:53
@Ezekiel: Love the improvement, can't wait to see what you come up with next xD

Quote: "....umm.... is blenders rendering that bad....? (i render things with up to 200000 polys in about 15 seconds so.....)"


Again, the polycount is not the only factor in render times. Sure you could render something with 200000 polys quickly if your render settings are low, or if you have a multiple-core machine, but it could take ages to render something with 6 polys if you are using a lot of raytracing and the like.

Observe, 2 million polys rendered in 9 seconds.



lazerus
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Posted: 5th Jun 2009 16:13
MONKEY!!!!!!!

Its all to do with the render settings, though polycount dse play a factor in it


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BMacZero
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Posted: 5th Jun 2009 16:19 Edited at: 5th Jun 2009 16:20
Well despite what anyone you may estimate of the polycount from the screenshots, I'm reading only 8794 polies when I open it in Blender . Nice job! That's probably a good polycount for a model like this even for games, although there is a lot of detail you would want to bake (like the grooves in the pad).



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Asteric
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Posted: 5th Jun 2009 17:46
Last pic looks good, a common thing to do with new 3d users is to make everything uber-high poly, and subdivide virtually everything, a bit like your first picture, but you have soon calmed down on the polies a bit.

Azunaki
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Posted: 6th Jun 2009 01:10
settings does matter. in cinema 4D there is a render setting called global illumination which is an advanced way for lighting(and shading). but the downside to it is it increases the rendering of anything be about 3 times as long.

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