Hangar sections (By David Bollinger)

Hangar sections


Amabilis Forum: Model Feedback: Hangar sections


andnbsp; By David Bollinger on Tuesday, March 20, 2001 – 06:43 pm: andnbsp;

Well, do y’all think I could string together a few copies of this to make a respectable hangar interior?

Take care, Dave

andnbsp; By Simon Hachey on Tuesday, March 20, 2001 – 06:55 pm: andnbsp;

Yep, you probably could.

Simon

andnbsp; By Richard Borsheim (Richard_Borsheim) on Wednesday, March 21, 2001 – 09:45 am: andnbsp;

Hi Dave,

You’re doing a lot of neat stuff. I particularly like the lighting in this one.

Have you tried using the andquot;Cloneandquot; operation yet? (It’s edit toolbar)? This might be a good use for it. As always, right-click on the Clone button for options.

Richard
Amabilis Software

andnbsp; By Mail_Us (Mail_Us) on Wednesday, March 21, 2001 – 11:00 am: andnbsp;

You just gave me an idea I’ll be back in a little while.

Looks good maybe more of an angle would show the roof off better.

Mail

andnbsp; By David Bollinger on Wednesday, March 21, 2001 – 06:57 pm: andnbsp;

Richard,
Oh, yeah… <!– s:-) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" /><!– s:-) –> I’ve been using the clone operation. The girders in that hangar roof were made by scaling a cylinder, making and merging a basic three-bar unit with cross-struts then telling clone I wanted a dozen of ’em strung out in a line. I scaled a toroid BIG and used it as a guide to get the curve right, stuck all the girders together in that curve. Viola!

The roof surface is an extrude that I hope looks like corrigated tin. By the way, POV renders your extruded surfaces with both faces visible, FWIW.

I’m finding that putting stuff in the object library is a little better option when working with basic elements like the girders. I can drag and drop new girder sections pretty quickly and they’re available in case I want something like them later.

I’m a little hesitant to clone that whole roof section…it seems like putting a huge stress on the data structure, tempting fate, so to speak. <!– s:-) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" /><!– s:-) –> I figured it’d be easier to let POV instantiate copies of the section as needed in the scene at rendering time. I plan on setting it up as an include file that I can call, scale and rotate as needed.

Thanks! Dave

andnbsp; By Mail_Us (Mail_Us) on Friday, March 23, 2001 – 09:47 am: andnbsp;

Hey, I just brought my hitman into POV and i got 156000 lines of code, is that normal It runs quik but… WOW thats a lot of code.

Mail

andnbsp; By Simon Hachey on Friday, March 23, 2001 – 02:48 pm: andnbsp;

Yup, thats normal because what 3DC does is it exports all the points and faces so it can be a lots of code sometimes.

Simon

andnbsp; By David Bollinger on Friday, March 23, 2001 – 05:38 pm: andnbsp;

Mail,
That’s all? (wide grin) 3DC (correct me if I’m wrong, Richard) exports shapes like your hitman as a mesh structure. Briefly, that means that every triangle that makes up the shape must be defined, located, assigned a normal (a direction of its face), a color, and a few other things. A cube is simple to describe, six faces and you’re done. Organic shapes like your model will have thousands upon thousands of triangles.

Take care, Dave

andnbsp; By Richard Borsheim (Richard_Borsheim) on Friday, March 23, 2001 – 05:54 pm: andnbsp;

Yup,

There is A LOT of data to be output. Vertices, Normals, Texture Coordinates, Materials, Faces, Meshes etc.

A small correction, the face normal (the direction of the face) is not actually exported. The normals that are exported are the information required to shade the object. This is what is generated when you use the Crease Operation. I don’t think many people know this.

BTW I highly recommend using the andquot;Creaseandquot; operation on all finished objects. You will often get much nicer rendering.

Richard
Amabilis Software

andnbsp; By David Bollinger on Thursday, April 05, 2001 – 08:52 pm: andnbsp;

The latest version of the hangar scene. The tanker seems a little out of scale, or the hangar is too small. Whatcha think?

andnbsp; By Jordash on Friday, April 06, 2001 – 06:28 pm: andnbsp;

Hi whoever replys to this, I just have to say great hanger scene Dave, I just barely go Amabilis 3-d creator and am sortof good at and I was wondering how did you make that tanker.It looks awesome I can draw models but can’t add color without it looking really bad I would like it if one of you made a tutorial on this stuff their really isn’t very much on the amabilis 3-d website except drawing a whale. What I’m trying to work on right now is drawing a 3-d X-wing from STAR WARS and was wondering if any of you could try and draw one and then create a tutorial of it if you do thanks.

-Jordash

Websites: [img:3ruhn1u8]http&#58;//10&#46;8&#46;28&#46;117/StarWars[/img:3ruhn1u8]
<!– m –><a class="postlink" href="http://10.8.28.117/StarWars">http://10.8.28.117/StarWars</a>&lt;!– m –>

[img:3ruhn1u8]http&#58;//10&#46;8&#46;28&#46;117/Zeldasite[/img:3ruhn1u8]
<!– m –><a class="postlink" href="http://10.8.28.117/Zeldasite">http://10.8.28.117/Zeldasite</a>&lt;!– m –>

andnbsp; By David Bollinger on Friday, April 06, 2001 – 07:02 pm: andnbsp;

Jordash,
The best advice I can give is to experiment with the tools 3DC offers. It’s a little like learning to do woodworking. You have to know what your tools will do, then imagine what you might do with them. Take a look at the tutorial on building the canopy, then try to figure out how you would use the technique on models of your own, doing other kinds of things. See if you can figure out how to use the extrude techniques Richard uses on the whale to make the X-wing’s fuselage. Believe me, you’ll have as much fun experimenting with it as you do getting down to actually building the X-wing. Next thing, you’ll have thought up a trick *I’ll* be wanting to know how to do!

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