(Texture needed) Rlaan Antimatter Refinery
Moderator: pyramid
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Re: (Texture needed) Rlaan Antimatter Refinery
I'm sorry, Pyramid; this is just too much work, and I have bazillions of stuff to do.
It would be much easier for this station to be redone from scratch.
The kinds of mesh corruptions done by boolean union functions are too much for a human being to clean up.
Why would anybody do this?
Smells of Wings to me...
And it doesn't make sense that someone would ruin a mesh by pressing a single button
and then I should have to spend days cleaning up the disaster.
Anyways, I added a new, clean torus and I did some cleaning up of the other stuff; but there's days of clean-up
work still to do.
There's like ultra-thin triangles hanging from other geometry from a single vertex, in many places (left),
pairs of co-planar, overlapping triangles (right)...
There's ultra-thin triangles along edges, with normals facing in random directions, edges meeting at a T (or H )...
Too much.
I uploaded the new blend file with the new torus. The old torus is still there, moved it to layer 11 for those wanting to be
horrified by looking at it.
http://wcjunction.com/temp_images/rlaan ... y_v2.blend
IMO, it would take a lot less time to model this again from scratch.
Note: I often recommend welding features to the main geometry, but as I said many times,
1) It's only justified when the features cover significant areas. Spikes and tiny things do NOT cover significant areas; therefore they
should NOT be welded.
2) When welding is done, it should be done manually and cleanly; NOT using boolean ops.
In fact, ideally, meshes should be made entirely of quads; without a single triangle. Boolean operations produce bazillions of triangles, --in
addition to corruptions--, and so they should NEVER be used.
It would be much easier for this station to be redone from scratch.
The kinds of mesh corruptions done by boolean union functions are too much for a human being to clean up.
Why would anybody do this?
Smells of Wings to me...
And it doesn't make sense that someone would ruin a mesh by pressing a single button
and then I should have to spend days cleaning up the disaster.
Anyways, I added a new, clean torus and I did some cleaning up of the other stuff; but there's days of clean-up
work still to do.
There's like ultra-thin triangles hanging from other geometry from a single vertex, in many places (left),
pairs of co-planar, overlapping triangles (right)...
There's ultra-thin triangles along edges, with normals facing in random directions, edges meeting at a T (or H )...
Too much.
I uploaded the new blend file with the new torus. The old torus is still there, moved it to layer 11 for those wanting to be
horrified by looking at it.
http://wcjunction.com/temp_images/rlaan ... y_v2.blend
IMO, it would take a lot less time to model this again from scratch.
Note: I often recommend welding features to the main geometry, but as I said many times,
1) It's only justified when the features cover significant areas. Spikes and tiny things do NOT cover significant areas; therefore they
should NOT be welded.
2) When welding is done, it should be done manually and cleanly; NOT using boolean ops.
In fact, ideally, meshes should be made entirely of quads; without a single triangle. Boolean operations produce bazillions of triangles, --in
addition to corruptions--, and so they should NEVER be used.
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Re: (Texture needed) Rlaan Antimatter Refinery
Thanks for trying anyway, Sorcerer of Modeling.
And for th evaluable explanation. It all seems clear in theory. However, as many things in life, the practice makes the master.
And for th evaluable explanation. It all seems clear in theory. However, as many things in life, the practice makes the master.
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Re: (Texture needed) Rlaan Antimatter Refinery
Hey, no sourcerers here; maybe a mad scientist
Sorry about yesterday; Santiago is giving up on the AO baking problems with xNormal, and I'm pretty depressed about that.
It was almost there; almost perfect.
I might try do a quick remodeling of this. I see no reason why the detailed stuff couldn't be a single, 45 degree wedge of
spikes, thingies, one rad sail and one entrance, and invoked 8 times around as a sub-unit.
Shouldn't take very long at all to remodel it the way it was.
OTOH, it'd be very tempting to add a lot of detail. Specially inside the docks.
Speaking of which, I don't think rectangular buildings are a very Rlaanish thing; are they?
What should Rlaan docks look like inside?
Sorry about yesterday; Santiago is giving up on the AO baking problems with xNormal, and I'm pretty depressed about that.
It was almost there; almost perfect.
I might try do a quick remodeling of this. I see no reason why the detailed stuff couldn't be a single, 45 degree wedge of
spikes, thingies, one rad sail and one entrance, and invoked 8 times around as a sub-unit.
Shouldn't take very long at all to remodel it the way it was.
OTOH, it'd be very tempting to add a lot of detail. Specially inside the docks.
Speaking of which, I don't think rectangular buildings are a very Rlaanish thing; are they?
What should Rlaan docks look like inside?
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Re: (Texture needed) Rlaan Antimatter Refinery
if you haven't manny time ..let me do it
i should remake it in a few days
i prefer you use your time to work over a "Cinemut mistery"
i should have a good idea of what rlaan look inside (what your body look inside?)
for sure not this kind of blocky construction
thank
i should remake it in a few days
i prefer you use your time to work over a "Cinemut mistery"
i should have a good idea of what rlaan look inside (what your body look inside?)
for sure not this kind of blocky construction
thank
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Re: (Texture needed) Rlaan Antimatter Refinery
Very glad you want to do it; just please DON'T use booleans, ever. So, I'll get back to the Hammer.
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Re: (Texture needed) Rlaan Antimatter Refinery
yes get back to your Hammer (the little chinese way is forget since long time)
what is it booleans??
what is it booleans??
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Re: (Texture needed) Rlaan Antimatter Refinery
Booleans are the functions that put multiple little objects into one continuous mesh. Don't EVER use them. Those spikes should just float and penetrate the torus; they should not be connected to the torus with a gazillion triangles.
If/when you want to join two pieces of geometry, do it the hard way: manually.
Otherwise don't do it at all.
Automatic functions suck.
If/when you want to join two pieces of geometry, do it the hard way: manually.
Otherwise don't do it at all.
Automatic functions suck.
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Re: (Texture needed) Rlaan Antimatter Refinery
i think i never used...
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Re: (Texture needed) Rlaan Antimatter Refinery
Maybe wings does it automatically on export, then. Seen that kind of disaster too many times.
A lot of the models in PU are like that.
A lot of the models in PU are like that.
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