After Years of watching all the incredible Stuff posted on this Forum, I finally decided to build my own Spaceship.
It's just a bunch of placeholders at the moment, but the basic shape is recognizable, I hope.
It's the Ebon Hawk from Star Wars: Knights of the Old Republic, a little bit redesigned. So maybe its a later Version of the same Ship type.
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it looks like you're off to a great start, good luck in your endeavors!
You seem to be doing a great job with it so far.
Always nice to see another Blender user, too.
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I know what you mean. I first played that game back in '03 or '04 on the XBOX and I love the ship from the first time I saw it. In fact, I've been thinking of building one for quite some time, I just haven't done it yet.
BTW, ships like this and the Falcon are classed as light freighters, so they're not designed to carry large cargo. Whatever they can fit in the cargo holds and a few passengers are what they're designed to carry.
This is the ship that I first modeled properly way back when, but yours is 10 times better so far than my finished attempt
I also tried to do a shaded render, but as you can see, there are some errors. I modelled it in parts with surface curves, converted it into a mesh and connected the vertices in edit mode. I'm sure there is a faster and more efficient way to do that but until now this is the method I achieved the best results with. Anyway, the errors appeared on the places where I connected the vertices, so obviously I did something wrong on that step. (But they do not appear in every place)
Somehow I do have the sense that this is a stupid rookie mistake, but I think I made clear before that I am a rookie, so I do not feel ashamed. If somebody has a tipp how to fix it, i would appreciate it (also I would prefer any tipp that do not include remoddeling)
I'm also a blender user and I know it can be a bit random with the materials it assigns to faces created from the fill/face command or even extruding edges sometimes. The only thing I've found helpful is keeping a close eye on the materials tab and using placeholder materials with wildly varying and obviously different diffuse colours while you're modelling to make any mat switches blender throws at you stand out straight away. Hope that helps.
I guess I will see if your advise is helpful, but at least its calming me a bit down that you say its up on the moody character of Blender and not on my modelling technique.
The easy parts are done, now I'm on to figuere out the best way how to modell the slightly curved Parts on the Bow. This will be a slow process since I'm still learning and do not understand the half of all the terms used in Blender. At least I found out how to boolean-cut shapes without chrashing my PC.
http://cgcookie.com/blender/cgc-series/modeling-sci-fi-vehicle/
Just in case you haven't already noticed this on your own, there is a Thread running at the moment by "McC" and "JudgeDeath" where they are discussing pretty basic modelling techniques for Blender. I found it to be very enlightening. Of course your modell seems like you wouldn't need that anymore but it can't harm to have a look. This is the Link, just in case: http://www.scifi-meshes.com/forums/showthread.php?79844-Blender-starship-modelling-techniques-Especially-enterprise-variants
Can somebody explain it to me? Or even better: tell me how to avoid it?
i am not very familiar with MODELLING in blender(i use it for animation and rendering only) but have you tried using snap to tools to get objects in the right place. right click on where you want a vertex to go, choose the option "snap cursor to selected", select the vertex you want to move, choose option "snap selection to cursor". if this fails i have no clue what is wrong, perhaps post some screenshots so anyone with MODELLING experience in blender can help you.
I modeled this object.
...
It is very small and very poly intensive. So I tried to delete some Edge-Loops but I got this:
...
If I continue to delete Edge-Loops it destroyes the whole mesh. What is that? I did this a thousend times and never had such problems. So maybe its just because it's that small and the vertices are too close together. I set the double treshhold to zero and also tried to scale it up before deleting the Edge-Loops but it makes no difference. Or maybe I changed some settings accidentally.
Any Idea what it could be and how it could be avoided?
Two possibly solutions are;
First option is to apply the scale to the object after scaling up; use alt-a to do this.
Second option is to go into vertex mode and select the edge loop you want to delete, then use limited dissolve to remove the edge loop and then use dissolve to remove any remaining vertexes.
I know it seems like there hasn't change that much, but I assure you that there is almost everything new about that model.
Hope you like it, even if there's not much to see.
Critic and suggestions are welcome.
Don't know if they'll be of use to you, but I just saw your earlier posts from May/July and I have a handful of Blender tutorials in my sig that you may glean something from.
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog