Author Topic: To all the skilled modellers (No, not a request, not even a technical Q)  (Read 3631 times)

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To all the skilled modellers (No, not a request, not even a technical Q)
To all the modellers that are renowned for making the greater ships...

How did you get to the level of expertise you are at now? I have some good ideas and imagery in my mind for what could be some good ships, but my modelling skills just don't match my imagination. I know you all must have faced this situation when you were just starting out, so how did you deal with it? Did you aim for the sky at the beginning, trying again and again until you got it right? Or did you put these more ambitious projects on a backburner, stalling your creative talent, while making more simple models until your skills were good enough?

RSVP :)

 

Offline aldo_14

  • Gunnery Control
  • 213
To all the skilled modellers (No, not a request, not even a technical Q)
Personally, my designs got more complicated as I got better and understood more of what I was doing.

 

Offline mikhael

  • Back to skool
  • 211
  • Fnord!
    • http://www.google.com/search?q=404error.com
To all the skilled modellers (No, not a request, not even a technical Q)
hey! what about us unreknowned modellers who aren't known for any ships? Don't we get a say? ;)
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
To all the skilled modellers (No, not a request, not even a technical Q)
Practice... and advice, from books and other people who know what they're doing. Last week I learned how to turn edges. :nervous:
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 
To all the skilled modellers (No, not a request, not even a technical Q)
Quote
Originally posted by mikhael
hey! what about us unreknowned modellers who aren't known for any ships? Don't we get a say? ;)


Meh, go ahead. Sorry for my discrimination! :yes:

GE - I still don't know what turning edges is, unless it simply means selecting an edge and changing its rotation, lol..

Keep it coming everyone!

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
To all the skilled modellers (No, not a request, not even a technical Q)
I tried doing any model I thought of, despite my lack of skill.
After several tries you'll get the model right..belive me...

*lots of tries...
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
To all the skilled modellers (No, not a request, not even a technical Q)
Tons of practice. As for any special models - I promptly forgot about them. :D :o :p
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
To all the skilled modellers (No, not a request, not even a technical Q)
I have to say just learning as you go. In fact when I started I didn't have a clue what to do. I didn't know how to select a vertice or move stuff. it was bad.


First ship ever made by me:

One of my first sites and lots of my first models

My latest ship (I can show you since most of my ships now are part of campaigns):


Quote
Tons of practice. As for any special models - I promptly forgot about them.
Well that's basicly alls I do. I think of a cool ship then I go and try modeling it. And I usally find a new way to do models too. :nod:
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
To all the skilled modellers (No, not a request, not even a technical Q)
It is a lot of practice. The first ship I ever made was a cylinder with wings! Then I discovered the extrude tool! :D

Now that I've found a way to 'circumvent' some of the constraints of the engine, things are getting more complicated!
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
To all the skilled modellers (No, not a request, not even a technical Q)
Quote
Originally posted by Killfrenzy
It is a lot of practice. The first ship I ever made was a cylinder with wings! Then I discovered the extrude tool! :D

Now that I've found a way to 'circumvent' some of the constraints of the engine, things are getting more complicated!


LOL!
Luckily for me, I knew a bitabout TS when I first started to make FS models. My first model was a cruiser I used in an ani before.
It looked good.

However, at that time I didn't know nothing about PCS and concave faces, so it took time to get it in game...:D
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
To all the skilled modellers (No, not a request, not even a technical Q)
i started with already good skills in photoshop, and none at all in modelling, but making sw ships means a lot of reference, you already know what your result should be, so i always aimed at the best possible, obviously while learning the best became better, easyer to reach, and sometimes even working in game:doubt:

 
To all the skilled modellers (No, not a request, not even a technical Q)
sw ships?

you mean like making a conjectural design in PSP\PS?
that would be an idea, since I fall under the category of newb modeler, I'll have to try that :)
seems vectors would be the best way to start, I made a REALLY cool Unreal texture for grins and giggles, it was some futuristic status panel, it rocked man :D

Bob
Hippie. n. a long-haired unconventionally dressed young person

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
To all the skilled modellers (No, not a request, not even a technical Q)
sw=star wars

 
To all the skilled modellers (No, not a request, not even a technical Q)
ah, spiffy, thanks :)
*kicks self*

Bob
Hippie. n. a long-haired unconventionally dressed young person

 
To all the skilled modellers (No, not a request, not even a technical Q)
Hey, thanks for the replies everyone.

This has frustrated me a bit. I have had some really artistic ideas in my mind for ships I could make, heck, I've even designed a new race, but the end result in Truespace is always well below par and so my motivation for doing these ships has shrunk considerably. It would be a wise idea to stop making illustrious alien designs for now and work on some reasonably simple Terran craft (Although I have a sweet idea for a new Shivan Corvette or Destroyer) until my skills are much better.

What is the process of design some of you modellers use? I'm considering the best way of approach as doing a few sketches and concept designs in rough, then picking the one I like the most and drawing it to scale with a grid, then deciding on what primitive objects would be needed for what part of the ship and how I would manipulate those primitives.. then going ahead and making it, and then tweaking it a bit until it looks "right" in 3D. Sound like the way to go?

(PS. UV Map and texture every object of the model before sticking it together into one, or texture it after its all one big object?)

 

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
To all the skilled modellers (No, not a request, not even a technical Q)
Well I use a a preset object, like a plane or circle. And then I work my way from there.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
To all the skilled modellers (No, not a request, not even a technical Q)
Quote
Originally posted by Assassin
Hey, thanks for the replies everyone.
(PS. UV Map and texture every object of the model before sticking it together into one, or texture it after its all one big object?)

use an unwrapper and uvmap the model after it is perfectly working in game

 

Offline mikhael

  • Back to skool
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  • Fnord!
    • http://www.google.com/search?q=404error.com
Re: To all the skilled modellers (No, not a request, not even a technical Q)
Quote
Originally posted by Assassin
How did you get to the level of expertise you are at now?

Practice. Then some more practice. Then a lot more practice. Then a lot of people telling me everything that was wrong with what I had done. Then more practice, plus some practice. Then some more criticism and practice. ;)

Seriously, I got started with AutoCAD back in the 286 days. 3d support was rudimentary, so you ended up doing a lot of projections, rather than actual modelling. I also had a backgrond in technical drawing and drafting, which helped a lot.
Later, I picked up Truespace2, which was incredible. It let me actually BUILD things. Most everything started out badly, but some of my work was actually pretty good. In the end, none of it was any good for any serious use (like modding) because it all depended heavily on high poly counts, and overlapping solids.  I tried Lightwave and 3dsMax and couldn't stand either of them because, well, they weren't like Truespace.
When I took a Lightwave class, I discovered how much more you could actually do with a decent modeller could do for you and I haven't looked back. I've got a long way to go before I can approach most people on this board, but I'm not bad.

Most importantly for putting ships together for Freespace, I think, is working with other people. I can't do anything but model a ship, create the lods, turret models, debris and shields (IE, all geometry stuff). I also don't have a lot of really original ideas. But when you combine my modelling with other people's ideas and skills, you get stuff like the Raynor, or the Naga, my Herc1 and Mjolnir or my rework of Ryx's carrier. I couldn't have created any of those on my own, but working with/from others, good things happened.

Quote

I have some good ideas and imagery in my mind for what could be some good ships, but my modelling skills just don't match my imagination. I know you all must have faced this situation when you were just starting out, so how did you deal with it? Did you aim for the sky at the beginning, trying again and again until you got it right? Or did you put these more ambitious projects on a backburner, stalling your creative talent, while making more simple models until your skills were good enough?
RSVP :)

Yes, I aimed for the sky, and I turned out lots of crap. If I still have it, one of these days I'll post a picture of the Brute, a tug idea that turned into a fighter, and had absolutely no redeeming features at all.
Later, though after starting and stopping projects, and just basically trying to figure out how this or that tool worked (and more importantly, how it could be APPLIED), things started to come together.
One thing that really helped was learning how to patch up LtNarol's models that he made in Blender. They didn't convert very well into anything, and the geometry that blender generated was absolutely horrid. By cleaning up the geometry for him, I learned a lot about point by point and poly by poly handling of a mesh, and how to troubleshoot problems that might come up later in the ship modding process.

But mostly, its just practice.
[I am not really here. This post is entirely a figment of your imagination.]

 
To all the skilled modellers (No, not a request, not even a technical Q)
Great reply, thanks!.

Jack

 

Offline aldo_14

  • Gunnery Control
  • 213
To all the skilled modellers (No, not a request, not even a technical Q)
Of course, it just took me 5 days and 3 abandoned models to come up with a decent bomber design....... and the one I did settle for (and have started UV-ing) was done totally of the top of my head.

Methinks actually planning ahead may be a bit uneccessarry, as you often can't translate a drawing on paper to something which can be modelled......