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From: hughes, b 
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 03:45:41
Message: <3dcb79b5@news.povray.org>
I really like this sort of look. Seamless, molded plastic of 3D modelling.
Even if it is meant to be a type of metal alloy instead. :-)

If you had to mess it up with details I'd have to say that maybe cutting it
up and gluing it back together with tiny gaps here and there might be okay.
Or just lines put strategically around certain places using images. Take for
example those three raised lines on the upper right. If they were to look
like access panels to some interior machinery that could make sense. It
might be feasible to create copies of those kinds of parts to use as
clippings from the original piece, reshaped just enough to slice into the
model along edges. Then you'd also have a kind of working model with parts
able to move and not just a static mockup. In some ways I'd think that
easier to do too than doing image maps. Probably depends on your skill level
in whatever area you go with.


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From: Hugo
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 04:05:51
Message: <3dcb7e6f@news.povray.org>
Gena wrote:
> Great model! I like that smoothness very much.

Thank you! I like the smoothness too, although it may be exaggerated as some
people have pointed out.

> Those pipes shouldn't it be hollow ? :)

Good point. I suppose they should, if it looks good.

> Can you share your impression from Wing3D ?
> Does it worth to install and learn ?

I downloaded Wings3D half a year ago, and I don't regret it.. It may scare
off some people that it's programmed in a kind of 'basic' language; this
means it runs slower than most programs, but since my computer runs 1 Ghz, I
rarely notice.. Actually I have only good things to say about Wings3D.. It
has a VERY clean user-interface that works, even for a newbie. You'll get
results immediately and learn fast, as opposed to Lightwave, 3dsMax, Rhino,
Amapi, Zbrush and Hamapatch that I have tried, but I think they are all
clumsy compared to Wings3D.. And, only Wings3D is freeware..

Polygon modelling is a nice addition to POV modelling (not a replacement,
but very useful) so I don't think you will be sorry to give it a try.. You
can export models directly to POV 3.5.

Wings3D don't have much documentation, but it's not needed either.
www.wings3d.com

Regards,
Hugo


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From: Hugo
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 10:17:52
Message: <3dcbd5a0@news.povray.org>
Bob wrote:

> I really like this sort of look. Seamless, molded plastic
> Even if it is meant to be a type of metal alloy instead. :-)

Yes, it's plastic. I don't know if I can get the metallic look without
destroying the smoothness. But many real-life models of spaceships that you
can buy and texture yourself, are also 'plastic-looking' until they are
clever textured.

> those three raised lines on the upper right. If they were to look
> like access panels to some interior machinery that could make sense.

Nice idea. I don't like too much nonsense on sci-fi ships, but it's hard to
avoid.

> create copies of those kinds of parts to use as clippings
> from the original piece, reshaped just enough to slice into the
> model along edges. Then you'd also have a kind of working
> model with parts able to move and not just a static mockup.

As I understand it, you suggest that I reuse some parts, like real-life
model-builders have some copies of nonsense shapes to glue around their
ships? This is probably a good idea to avoid too much diversity, but optain
a kind of harmonic design.

Regards,
Hugo


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From: Songa butera Jean-luc
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 15:11:04
Message: <3dcc1a58$1@news.povray.org>

3dcb7208@news.povray.org...
> Andrew Cocker wrote:
[snip]
> Thank you! Yes, textures will change a lot. Hopefully they'll be cool. I
> will draw them in Paintshop as needed, and try to apply them with UV or
> planar mapping, though I haven't tried this before with an advanced model.

Hey, Hugo!
Don't forget that Wings3D offeres you to unfold your mesh giving you an easy
UV map that you can tweak at your liking.
For spaceships and shuttles I've found it easier to split them in logical
pieces (wings, body, engines,etc.) that way you can use real large maps of
1024*1024 and more to achieve a very realistic look.
In wings3D you select the mesh in object mode (far right pyramid) and a
right click gives you access, at the bottom of the contextual menu to UV
unfolding.
Keep up the good work!

Jean-luc, fellow Winger, Pover and Blenderer


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From: Txemi Jendrix
Subject: RE: Designing a shuttle
Date: 8 Nov 2002 15:12:18
Message: <3dcc1aa2@news.povray.org>

> You'll get results immediately and learn fast, as opposed to Lightwave,
> 3dsMax, Rhino, Amapi, Zbrush and Hamapatch that I have tried,
> but I think they are all clumsy compared to Wings3D..

I think hamapatch is also very easy to use and to learn.
Maybe the 1st mistake of a new user is not to read the
******* manual or complete any tutorials.
For those interested:
http://www.geocities.com/hamatut/index.html

>And, only Wings3D is freeware..

Wrong. Hamapatch has always been freeware and will continue
this way in the future (as Hamakazu said).

Bye

Txemi Jendrix
http://www.txemijendrix.com


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From: Songa butera Jean-luc
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 15:25:09
Message: <3dcc1da5$1@news.povray.org>

3dca9b6e@news.povray.org...
> Hello folks,

Hi!

> I'm not quite satisfied with this model I'm working on. Every major part
is
> planned to have a logical function on a shuttle (such as engine, fuel
tank,
> cargo box, entrance, cockpit). But I doubt it looks really clear on the
> model right now, and I'm not sure the overall impression will improve just
> by adding more details.

First of all you must be sure of WHERE that shuttle is going to be working.
In mechanical design, usage dictate a lot to the shape.
If it's going to operate in atmospheric conditions it definitely needs wings
to support itself.
If it is destined to be an underwater vehicle its shape needs adjustements.
Finally if space is your final frontiere, I have nothing to say since I've
never been there so you can do whatever you want as long as it's cool
^______^

> Every direction I move in from now will take a lot of time, so I'm
> interested in your advice. How would you go on from this point? Should I
> change something, or just go on?

Since your not sure yourself where to go I can only give you tips that will
ease your work when texturing come into play.
-Keep all the significant elements seperate. It helps A LOT when UVmapping
an complexe shape.
-Use the material function in Wings3D. Materials can be exported to POV and
you can spot easily design flaws.
-Don't forget to use medias for those engines to have a real cool warp
engine effect ^_____^

> Ehm, yeah the model is mostly polygon-modelled in Wings3D and rendered
with
> POV of course, although a few things are 'hand coded' in POV.

Very good choice  -__^
Don't forget to check their discussion board since they talk about functions
that are implemented but are not visible easily.

Jean-luc, fellow Winger, Pover and Blenderer


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From: Txemi Jendrix
Subject: RE: Designing a shuttle
Date: 8 Nov 2002 15:31:40
Message: <3dcc1f2c@news.povray.org>

> I will draw them in Paintshop as needed, and try to apply them with UV or
> planar mapping, though I haven't tried this before with an advanced model.

If you can export to .obj from wings3d, you can use UVMapper to
create the UV maps and poseray to convert from .obj to pov-inc.
At least, that's the way I do to work with meshes.

Sure you know it, but in case you don't the links are:
UVMapper classic (free version):
http://www.uvmapper.com/
Poseray (also freeware):
http://user.txcyber.com/~sgalls/

Hope this helps.
Bye

Txemi Jendrix
http://www.txemijendrix.com


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From: Hugo
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 16:27:44
Message: <3dcc2c50@news.povray.org>
> >And, only Wings3D is freeware..
>
> Wrong. Hamapatch has always been freeware and will continue
> this way in the future (as Hamakazu said).

Oh, sorry.. I just remember I read something about that it would go
shareware, but maybe the author changed his mind?

Regards,
Hugo


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From: Txemi Jendrix
Subject: RE: Designing a shuttle
Date: 8 Nov 2002 17:23:33
Message: <3dcc3965@news.povray.org>

3dcc2c50@news.povray.org...
> > >And, only Wings3D is freeware..
> Oh, sorry.. I just remember I read something about that it would go
> shareware, but maybe the author changed his mind?

There is a promise about a shareware version of a program
similar to Hamapatch, It's called Laputa (I don't wanna
tell you what it means in Spanish, but as it's Japanese...).
Right now there are only some screenshots here:
http://www.geocities.com/Tokyo/Ginza/6625/laputa.html

Anyway, I've finally downladed the Erlang pack (25 Mb)
and I'm gonna to give wings3D a try.

Bye

Txemi Jendrix
http://www.txemijendrix.com


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From: hughes, b 
Subject: Re: Designing a shuttle
Date: 8 Nov 2002 22:53:01
Message: <3dcc869d@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3dcbd5a0@news.povray.org...
>
> As I understand it, you suggest that I reuse some parts, like real-life
> model-builders have some copies of nonsense shapes to glue around

Not exactly. I was thinking of CSG difference or just clipped_by on various
places using a copy of a part taken out of the model. But now that I rethink
that if you could section out parts in the first place there would be no
need to go that far with it. I was going by what I'd be trying to do if I
had a 3DS or DXF model converted into a mesh or other POV-Ray object; which
is, dissecting it with POV primitives and using the CSG'd pieces. However in
your case I was talking about taking out individual parts in the modeller
and reusing them, rescaled slightly and translated too if need be, to CSG
difference then CSG union back in onto the original model. Probably totally
unneccessary if you can do the first step, dissection, right?  :-)

Anyway, the idea was that you would have pieces put together instead of a
seamless whole. Oh well, guess I suggested this in the wrong way.

Bob H.


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