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'Best' way to model spaceship?

 
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paul_nicholls
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Joined: 05 Dec 2007
Posts: 356
Location: Hobart, Tasmania, Australia

PostPosted: Wed Apr 08, 2009 11:56 pm    Post subject: 'Best' way to model spaceship? Reply with quote

Hi all,
I am thinking of doing a spaceship based on the Delta Flyer shuttle craft (Star Trek - Voyager series)

http://www.star-trek-voyager.net/ship_dflyer_design.htm

and I am wondering what would be the best way to proceed?

1. box modeling - start with a box and manipulate that.
2. do polyline contours around the ship (top view) and then join those together and then move up,down. etc.
3. do polyline 3d cross-sections of the hull and join those up (do manual lofting).

any ideas/hints would be great Smile
cheers,
Paul
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Thu Apr 09, 2009 7:15 am    Post subject: Reply with quote

The best way is to try out and then decide what works best for you. I would do polyline editing on most design sketches first. But i dont know if this method works well in DeleD.
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Thu Apr 09, 2009 2:06 pm    Post subject: Reply with quote

doublepost

Last edited by chronozphere on Thu Apr 09, 2009 2:08 pm; edited 1 time in total
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chronozphere
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Joined: 20 Jun 2006
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Location: Netherlands

PostPosted: Thu Apr 09, 2009 2:08 pm    Post subject: Reply with quote

There is no 'best' way, that's an illusion. Every modeller has his own ways. You just have to expiriment a little to find out what works for you. Wink

I always start off with a box, and I extrude some polygons and weld vertices until it takes the desired shape.
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Thu Apr 09, 2009 3:58 pm    Post subject: Reply with quote

I would probably start with a cube and work my way up through detail stages

so at first I would make the basic shape

then I would define the wings more, and insert the window basic form

then insert the little rims and holes etc.

etc. etc.
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bugubmx
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Joined: 24 Nov 2007
Posts: 10

PostPosted: Thu Apr 09, 2009 10:40 pm    Post subject: Reply with quote

After just doing a few spaceships myself i have to agree with elementrix. I tried the poly line thing and it is more trouble than its worth. Once you get it looking decent then u might wanna use a background image to see how accurate you are or you can just do what i did and keep clicking back and forth between ur concept art and model making sure everything is scaled right.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Apr 09, 2009 10:42 pm    Post subject: Reply with quote

I used a sphere and cylendars to make mine. <-- link
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paul_nicholls
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Joined: 05 Dec 2007
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Location: Hobart, Tasmania, Australia

PostPosted: Sat Apr 11, 2009 8:14 am    Post subject: Reply with quote

Thanks all, I will try some box modeling and see how I go Smile

cheers,
Paul
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Jeroen
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Joined: 07 Aug 2004
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Location: The Netherlands

PostPosted: Sat Apr 11, 2009 6:31 pm    Post subject: Reply with quote

Box modeling is what I would choose too. In fact, I've done something like that before, just to see if it can be done in DeleD. There are a number of tutorials on the web talking about modeling a spaceship using box modeling. Google it!
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tatts
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Joined: 21 Dec 2006
Posts: 94

PostPosted: Sat Apr 18, 2009 4:18 am    Post subject: Reply with quote

I never viewed Deled as being a model editor. hope to see this changed in the 2x series. I am a heavy truespace user so I usually do all my model like this in there. I would normally do an object like this using a cube then mirrior model it. But deled does not have that option.

up to now Deled has always been no more than a world editor. But a very good one. I recommend this program all the time to people on the game creators site. Smile

Not sure if anyone knows this, but it is possible to import models from truespace 7.6 into deled using the directx import, the coolest thing about this is that the file remains in quads with the new exporter.
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