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  #101  
Old 08-30-2010, 06:16 PM
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Looking very nice, but one thing I noticed is your hull. You'll want to texture it as one object, then detach the underwater portion afterwards into a new mesh. That way your strake lines will match up perfectly in a way that is virtually impossible to acheive by applying UVWs to two seperate hull sections. It's fine with the upper portion because the whales hide any mismatch but for the waterline it's more of an issue because all of the geometry is visible...
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  #102  
Old 09-15-2010, 09:49 AM
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Happy PnP Release day!


http://yfrog.com/mrcoureur3p
http://yfrog.com/n8coureurhielpp
http://yfrog.com/edawesomeowp

Sorry for the images by the way, the attachment thingy isnt working.
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  #103  
Old 09-21-2010, 08:45 AM
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Oh, and there is a trail version of maya avaiable from the autodesk site. Can't you (3dsc) use that to review? Im kindof wasting my time playing PotBS while i cant wait to see this ship ingame. So id like to get my side of the stuff finished.

Or did you people already use the trail version? :P
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  #104  
Old 09-21-2010, 09:01 AM
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Worth noting that even once we OK it, it'll take a few months for ArtCo to handle all the model conversion for the game.
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  #105  
Old 09-21-2010, 11:21 AM
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Worth noting that even once we OK it, it'll take a few months for ArtCo to handle all the model conversion for the game.
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.... So i'd like to get my side of the stuff finished.
I know Which is why i want MY side finished asap, because that is the only influence that iv got on when i will see it ingame.

But ontopic: Maya trail to review? pretty please?
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  #106  
Old 09-21-2010, 03:14 PM
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that's a good idea I'll have a look.
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  #107  
Old 09-25-2010, 01:56 PM
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Maybe a bit late but thought you might like this deck plan for Le Courer: http://www.nmm.ac.uk/collections/dis...ture=1#content
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  #108  
Old 10-03-2010, 01:09 PM
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Good news! Xaphod managed to export the model in a format I could open in 3dsmax and I was able to clean it up enough that LiMuBei should be able to open it in Blender. While on first glance I can easily tell you the model isn't ready for a proper review yet, we can now at least give you a list of the areas that need special attention. Most of your export issues are coming from three things:
  • Duplicate objects (mostly hidden template versions that should be deleted prior to export)
  • Instanced objects (instances don't transfer well between programs)
  • Overly complex geometry (mostly at the stern).
  • There are also a few spots where you have duplicate vertices (which gives you multiple triangles occupying the exact same space). This can cause math errors in some programs. Welding them together should resolve the issue.
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  #109  
Old 10-04-2010, 12:41 AM
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Good That together with what Xaphod send me on PM should give me something to do!
But what overly complex geometry is it that bothers you?

The stern decorations?
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  #110  
Old 10-04-2010, 12:50 AM
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Take a look at the balusters along the stern railing.

Also the three fleur de lis on the gallery have some extra geometry that folds back on itself that was preventing max at least from rendering them. The decorations in general could be simplified a bit by removing an edge loop from the outer surface, if that makes any sense. As long as the middle is a bit out from the outside edges it'll look the same as the current extrusion and will be far less geometry.
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