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Posts posted by Travis Reed
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I mentioned an fps drop when the interior is complete...well, it's getting close and Ifind myself down to 8-11. and ~4 when I go down a hallway... This could be a bit of a showstopper, though I was half expecting to have a serious drop (though not quite this soon). Anyone care to take a look at what I've got to see about reducing faces?
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Thanks for the count guys, managed to drop it down about 8-9k faces to ~24000 faces.
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Well, here I am working on the project, haven't got any furniture, or what will become the batteries, weights, engines, and control consoles, etc. (all of these things will likely be tweaked planes or boxes) and I'm already sitting on 33014 faces. I have most of the interior done, walls, doors, stairs, ladders, decks, and such excluding what was mentioned above. I'd be interested to know what kind of facecount we have on some of the more detailed ships such as the Constitution and Warrior (others along those lines as well).
Working a little on basic textures.
In VS I'm geting a flashing problem, where one object flashes through another (such as the wall sitting on top of a deck flashing through the bottom of the deck (deck being ~2 inches thick)).
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I wasn't really planning on haing instruments on both walls, however, I wanted to have three sets of working instruments, one on the flying bridge (up top with no roof overhead, this one would likely face aft), one in what is called the Deck Saloon (the small acryllic section just under the flying bridge), and the main controls on the main deck inside the pressure hull. Those instrument panels up top would really only deal with surface navigation, whilst the main would mostly handle submerged navigation (ballast, etc.).
From what I'm hearing, this isn't going to be possible as only one instrument panel is allowed. :(
Has anyone actually bothered to put a wish for multiple instrument panels on the wishlist (and digital readouts and such)?
Oh, and, will some moderator please close the poll if it hasn't already been closed (I can't tell if it has or not, so if it has, I thank whoever did it).
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Well, I've learned to do some texture mapping in 3ds thanks to the FAQ on Pieter's site. There are likely some finer points not covered, but I hope I have enough to do a decent job on the project.
On another note, does anyone know of a good place to get some free, low poly furniture. It's nearing time to put furniture into the interior and I'm no longer in "the zone" :(
Wait, there's more. Is there any way to put the instruments on a wall so that the face the side of the ship as opposed to the back? I want the instruments to face the right (starboard) side of the boat as they would tend to obstuct the forward views through the windows.
EDIT: Grrr...I tried posting a little text graphic to illustrate what I wanted, but the spacing got all screwed up when I posted it...:(
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Tlam and Red Oktober are the sub guys. Thts it really.
*ahem*
I second that...
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One bug I found: At night, I saw rays under water coming from somewhere below. I suppose this might be the sun that is on the other side of the world, but still causing sun-rays from under the water. You might want to look into this. It's not really bothersome, but does look slightly odd.
I actually noted this in VS 6.7/8 as well when driving around in submarines and submerged.
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First of all, one word...CLASSIFIED...maybe two words might be better...TOP SECRET...
The point is that those sub classes that are still in use are classified so you should not be able to get the blueprints (the correct ones at least...perhaps altered ones that conveniently leave out top secret sections of the ship...).
Second, if you are wanting to model the 688i, why don't you try Jason's excellent USS Los Angeles first.
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I was under the impression that Wings 3D and Blender were not free...Perhaps I was wrong...will have to check once I have more time.
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hello Travis
I'm a long time 3ds max user, and from what you have described it sounds like you are trying to hollow out the solids using boolean. This works great for times when polycount isn't an issue, like rendered video, but for real time 3D aplications you should really stay away from the boolean function. It is very sloppy and adds many unneeded faces. What i would do is create your basic hull shape, then create the interior hull walls exactly like you created the main hull. Use the "Normal" modifer to then turn the faces of your inner hull "inside-out" or "outside-in" as the case may be. For areas where you have access points that go through both hulls, you will need to create the faces by hand for the best optimization. Use the 3D snap set to face to place verticies exactly on the face where you need to creat the hole, then delete the face. Build faces between the new verticies and the existing ones. It will take a little practice, but over time you'll figure it out, and have a very nicely optimized mesh.
I often just completely skip the primitive shapes, and create from the vertex level up through full faces. It takes longer, but gives you the ultimate control. You'd also be suprized how few faces you need to get nice smooth objects. I know you mentioned 36 sided cylinders, and this would be appropriate for a hull, but I often use as few as 10 sides on smaller objects.
Finally, someone responds to my plea for help with what I was asking for (the implied plea for 3dsmax instruction). I'm relatively new to 3dsmax and modeling in general. You were mentioning something about cloning and flipping normals, well, that's what I ended up doing with the exterior hull (as it was modeled with FREE!ship). I do not currently know how to create faces in any program. I can add verticies to existing objects, but don't know how to do it without having an existing object. Mostly I just need to get to know 3ds better, unfortunately, time isn't always on my side...
Perhaps you could write a (short) tutorial (with screenshots) on how to do what you were talking about?
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Dunno. Haven't tried (mostly because I have no blueprints for my current project).
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Also I noticed that Spookymufu's USS Ohio has a full interior and it seems when you go under the water all the inside stays waterless. He must be using plane's? But I can see it is possible and I really want to get this finished, im really having trouble with it and I want to start on my interior.
I suspect that the interior for the Ohio is simply far enough below the waterline that you won't notice any water in the boat (it's usually just the waves that gives it away). Of course, Spook might be tricky enough to be using a deck config or planes or both... :twisted:
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How to the sub modelling guys deal with this problem? Plane's?
We don't. Mostly because we don't expect people to drive our addons on (or that close to) the surface most of the time. Some may use the deck config trick, or the planes trick, but AFAIK we sub modellers don't do such things.
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I've been exporting into dxf (faces) and then converting to 3ds with Deep Exploration fo further editing in max.
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It occurs to me that I might want to ask how to go about getting the screws to turn clockwise. Currently they turn counter-clockwise and the mesh for the blades is set up for clockwise rotation. Yes, I'm using the screws I got off of Pieter's site.
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Well, I've been continuing to work on the project. I've scrapped the exterior hull that I had been building in favor of something better.
Here's a screenie of progress so far:
The interior is not yet complete, so the fps will drop a bit once it's done. I'm not sure I'm going to be able to texture this thing. It seems I've forgotten how to do it in gmax and the thread that taught me has gone missing.
What's left:
1. Finish interior.
2. Texturing (looking for assistance).
3. Minor config tweaking.
4. Release.
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It's really simple to create a nice looking hull, even for a sub (haven't tried the conventional naval sub shape yet, just the shape for my current project).
Time to import it into 3ds max and see if I can integrate it into what I've already got...
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freeship.org appears to be down for the moment. I'll try later.
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Isuspect it would be fine, the only problem I forsee is that tutorials written to use 3dsmax are likely using a newer version.
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Anyone know if you can put your working drawings into 3dsmax like that?
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Could someone point me to some good car modeling tutorials? Lots of tutorials out there, just looking for reccommendations.
*pokes something that might have been ignored/missed*
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I suggest picking up one of those USB numpads (I know Targus makes one).
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I wish you all the best and have a nice time there. I can tell you: Sailing is 1337 and OwnZ (try to understand that :wink: )
We'll miss you!
I think you meant pwnz...
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Could someone point me to some good car modeling tutorials? Lots of tutorials out there, just looking for reccommendations.
EDIT: *shoots iffy spacebar* Corrected some spacing issues...
Screen shots
in (Former Virtual Sailor Support Forum)
Posted
What's that first one, the Katt Monroe?
If it's not, where'd you get it?