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Re: Remodelling the Robin

Posted: Tue Nov 16, 2010 7:29 pm
by nphillips
Dragonseraph Angel wrote:I heard they just now implemented booleans - in the form of a marginally functioning plugin. Now I haven't had that much experience with other software to compare this too, but I am pretty sure that K-3D, Blender, and Art of illusion can do them easily.
Blender's booleans can end up pretty dirty. It's OK on simple things (like a cylinder intersecting a single face of a cube), but for just about everything else, it's better to do it by hand.

Re: Remodelling the Robin

Posted: Fri Jul 15, 2011 8:32 pm
by Dragonseraph Angel
I'M BACK!!!! :D

and I bring offerings! :mrgreen:

Here is my blenderized robin, version 1.0 I Hope you all like it!

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I still have a lot to learn about blender, but I think I (may) be ready for another attempt at this starship.

Of course it needs more details, but I want to get the general shape/proportions approved before I move on. :wink:

Re: Remodelling the Robin

Posted: Fri Jul 15, 2011 10:26 pm
by loki1950
Well a hearty welcome back :lol: So you finally grokked Blender's interface 8) Think I will alert nphillips that you took his advice.I like it looks agile.

Enjoy the Choice :)

Re: Remodelling the Robin

Posted: Mon Jul 25, 2011 8:57 pm
by Dragonseraph Angel
Thanks Loki! :mrgreen:

One thing I have been wondering is whether or not I should make LODs, and if so, how many?

Re: Remodelling the Robin

Posted: Fri Jul 29, 2011 9:47 am
by pyramid
LODs are indeed welcome. There should be a description on the requirements in the development modeling section somewhere. I don't recall exactly where.

However, I'd consider greebling, unwrapping, and texturing a more important task if you'd want to give it a try.

Re: Remodelling the Robin

Posted: Fri Jul 29, 2011 4:42 pm
by Primordial
How many poly's is that sitting on, anyway?
By the looks of it, it could be toned down, at it's highest point, without any significant loss of detail that can't be replicated by textures, which might also help with the unwrapping.

Re: Remodelling the Robin

Posted: Fri Jul 29, 2011 11:05 pm
by Dragonseraph Angel
Around 2600-2700 actually - I just gave it a hefty subsurface modifier for the nice renders :roll: :lol:

I have been trying to keep the numbers from becoming excessive by avoiding adding edgeloops and instead using an extrude/inset method but it leaves me with large numbers of 5+ sided vertices and although it doesn't create excessive triangles :wink: it has resulted in some funny topology

The complete wireframe without subsurface:

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One of the radiator wings showing some weird/messy toplogy:

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The cargo sled with "funny" quads highlighted:

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Is it worth creating these somewhat irregular faces to avoid adding edgeloops (and thus reducing the total complexity) or is this just really bad topology?

Re: Remodelling the Robin

Posted: Tue Nov 08, 2011 5:54 pm
by klauss
The "grating" on the wings can easily be done with texturing and normal maps, rather than geometry.

And you'd get rid of lots of polies. And you'd probably get a better look, since you can get even more creative with normal maps.

Check out xnormal.