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Post by xristot on Jun 28, 2005 21:37:41 GMT -5
Hi everybody, I'm building a 3d model of a GINN Type High-Maneuver. I'm sure you all know what it looks like but I'll post a reference anyway. I have mostly everything modeled except for the "jetpack." I have started to texture it but I have had problems finding the decals online in some picture format so that I can use them on the actual model... I just wanted to know if any of you guys here would know where to go. I was looking online mostly because I don't have a digital camera or scanner. Here is the 3d model so far... and here is the cel version Sorry for stretching the board (if I did).
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Post by bleen on Jun 28, 2005 22:02:12 GMT -5
Hello... About the stickers, few come with the kit as dalong.net shows... so I don't know where you could get more... maybe you can get a nice Zaft logo and make the other ones up :-P Also, allow me to make a brief comment about the 3D model: The proportions seem too be a bit off (ie head is too big and tall, chest is too wide). The elbow joint is also different, as is the upper arm. The kneecap also seems to be a little different, and the place where the foot armor connects to the lower leg front armor is lacking detail in the hinge itself... or so it seems. Excuse the critique, I can't help it :-) :-P Now, I'm curious about what software you're using to make this... maybe this is out of topic or should not be discussed here? if it is, forget I ever asked ;-)
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Post by xristot on Jun 28, 2005 22:17:47 GMT -5
Well...I bought the model at a store so I have those decals it comes with. They are just too small to use effectively. I'll have to conjure up some magic in that case to really get it. Maybe I'll draw them all myself...
As for your critique, its fine, I am actually looking for some. Most of the proportion work hasn't been started yet so it will change. If you are comparing my model with the reference then know that the elbow joints are twisted differently from the one in the reference. It is the same but you are just seeing a different side of it as compared to the model. The kneecap will be proportioned in (that is where I see the problem) and the head size is a problem right now but it will be fixed. The hands are also being switched out for other, better ones I made. The program I am using is called lightwave. Thanks for the critique. I needed it from someone who really knows this stuff.
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Post by Mudrock's Ace on Jun 28, 2005 22:38:54 GMT -5
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Post by xristot on Jun 28, 2005 22:59:45 GMT -5
Thanks a lot mudrock...I contacted him to see if I could arrange to get a digital version of the decals.
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Post by Foresight42 on Jun 28, 2005 23:19:31 GMT -5
I use Lightwave too. I was starting on a Heavy arms custom model, but I don't have the kinda time to model something with that level of detail. If I could give you some advice on how to keep it proportional, I would highly recommend a pair of calipers. I got mine from Big Lots, they were only like $5, and they can measure within a 10th of a millimeter. I would also suggest an angle finder. My 3D modeling takes forever, because I put every little detail in there. This is how far I got before I gave up. The image quality is lame because I just quickly rendered it and took some screen shots. Then threw it on Imageshack. Thanks to ImageShack for Free Image Hosting On a side note, Bevel is easily the best tool in Lightwave. If you can't do it with Bevel, it can't be done.
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Post by xristot on Jun 29, 2005 0:10:03 GMT -5
I basically went about this just working on the look by eye and reference points I would set up visually. The proportion work is easy enough to finish once the everything has been made.
As for level of detail, unless you are putting it picture for picture against the real thing, you really don't need all the accuracy you are going for. I am planning this for animation and as such, I'm not worried about every part being exactly accurate with the real thing. I use to study electrical engineering and I've had the chance to use calipers before but I don't think they were really necessary for this. Thanks for the info though...they might come in handy with other projects. you should continue that model, even if you want the accuracy...just go about it slow. Just remember though, depending on your application you have to scale your detail and accuracy. Don'y build something you will see from a moderate distance with the same detail as something you see up close...because it will eat your resources up. I'm sure you know that, I'm just throwing it out there for ya.
As for lightwave and bevel, i try to use all the tools that are available because they can all do jobs that other cant. Making a thread on a screw would take careful planning and a lot of time with bevel but with lathe you can make it in a few seconds.
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Post by Foresight42 on Jun 29, 2005 23:11:40 GMT -5
That bevel thing was a joke... it's kind of an inside joke I had with my friends in high school. We would abuse bevel to add details to stuff. I even did the Bevelsaurus tutorial, it ended up really good looking. As for the level of detail, that's more of just being my style. I'm a perfectionist. I also wanted to go for something like in the Gundam Evolve movies, I'm assuming you know about those. I was impressed with the level of detail in those. It's ironic, I picked Heavyarms because I figured it was blocky and easy to make, but then after I started, realized how many details there were on my 1/100 kit. Whoops. If I end up getting bored, I'd probably start it up again, but I might do something easier, like the RX-78-2. And although my laptop has very awesome capabilities, I know better than to have the super high detail models in anything but the close up shots. Those missile pods would be used in a close up shot where Heavyarms unloads its entire arsenal at once. The non-firing scenes wouldn't even have missiles, and the small details would be left out or turned into a texture to save rendering time.
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