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  #711  
Old December 22nd, 2004, 06:15 AM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

I consider myself to be an adept 3D modeller. I've made quite a few 3D models sofar. Not all of them are spaceships, but that is not important. I own a copy of 3D Max 7, Solidworks 2005 and a few other programs. I only use SW 2005 and Max 7 for making pics to post here. SW 2005 is for the modeling part and Max 7 for rendering and texturing.
I really would like to make lots of models for SE V, but the only thing is the time to do it in. I have a regular job (a job which is not very ordinary), so that leaves me with very, very little time to do something for SE V.
Agreed, 3D modelling consumes more time than your average 2D pic, but when you use the right tools, the result can be breathtaking. You'll see when SE V comes out that suddenly tens of people are going to try and create some beautifull models of their own.

And please don't say that 3D programs are all Lego based (snapping different pieces together). I've played around with DOGA myself and I found that it was a crossover between Max 7 and SolidWorks. The ease of making seperate models of SW (for use on other models) and more or less the horrible way of making models like in Max 7.
Max 7 is a program which uses basic forms and is focussed on surface modeling (adding details on non-straight surfaces like faces). The modelling in Max 7 isn't quite the same as DOGA, but looks somewhat similar.
SolidWorks (my alltime favorite) is very adept in making industrial things and uses basic forms. When they are created they can be altered with great ease and thus forming most complex models.

It's not about trying to duplicate the production process of MM, but to make your own process. Try to find your qon way of working. Okay, you can use MM's methods and build on those, but finding it out yourself is so much more helpful. Just go about and make some basic models (cube, orb, etc.) and import them into StarFury (the enige should be somewhat similar) and see how they turn out.

If you need any help with modelling, use the net to search for help or post it here. There is always a friendly, maybe even helpful, post.
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  #712  
Old December 22nd, 2004, 05:27 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Quote:
Timstone said:
And please don't say that 3D programs are all Lego based (snapping different pieces together).
Nobody said anything of the sort.
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  #713  
Old December 23rd, 2004, 10:04 AM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Imperator:

Yes someone did, just read:

Written by AT:
...And for the record, all 3d programs are lego programs...


You see? Anyway, I'm not offended or something.
I'm really getting itchy again to make some nice models. Especially the Borg, they are the first race to get a full 3D shipset made by me. If only I had the time to do it in...
Maybe between christmas and newyears eve.
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  #714  
Old December 23rd, 2004, 02:00 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Whoops, missed that bit. Atrocities just needs to take the time to learn the non-lego 3d modellers.
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  #715  
Old December 23rd, 2004, 02:42 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Hehe!!
Most of those non-lego modellers are quite expensive (Max, Lightwave, Solidworks, Maya).
Ah well, I still think there will be lots of shipsets available by the time SE VI will come.
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  #716  
Old December 23rd, 2004, 04:32 PM

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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

http://www.blender3d.org/

Blender is an open source 3D modeller, all you have to do is read tons of manuals to understand it, but that goes for every single 3D modelling program.

and .x is a rather standard file format to describe 3D objects if my memory serves right but i'm not sure.
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  #717  
Old December 23rd, 2004, 04:49 PM

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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Another free modeler is Wings3d. Its also much easier to use than Blender.

.x is not the standard file format; there IS no standard file format. .x is microsoft's directX format. Lithunwrap can convert to it, and its free as well..
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  #718  
Old December 23rd, 2004, 05:06 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Lithunwrap is holy! Holy I tell you!
I use that program too to unwrap models I imported into Max 7.
But Lithunwrap does havs it's limitations, it can't handle the complex models I make for my job. So I use another program, but that's an other story.

I heard many good things about Wings3D. I suggst everyone takes a look at that and try to make something out of it.
I think someone here (maybe David) posted a link to another open sourced 3D program. I think it was French, but there was an English translation Dl'able.
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  #719  
Old December 23rd, 2004, 05:25 PM

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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Well, any model simple enough to be ported into SE5 is probably going to be simple enough for Lithunwrap to handle..
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  #720  
Old December 26th, 2004, 11:31 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

427 downloads in just over a month! That has to be a record or something.
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