05-30-2017, 03:50 AM
#2. No, I wanted to squish it flat, like the tail of a fish. Actually, I already have. There are no ships in Oolite with a vertical orientation, so I am building some that look (sort of) like fish.
Examples:
The one on the left is the first "Angel" design (it was supposed to be a sunfish, but I later decided that a sunfish should be a HUGE luxury liner). I got the slotted engines the way I want, but I fought for hours just flattening the tail in the first place. After that, even the engine slots were easy.
As I've said, I have trouble with the easy stuff, and less trouble with things that should be more difficult. :/
The one on the right is up-engined, so the tail had to get fatter and the nose much more blunt.
The concept introduces extra difficulty. Ships tend to angle away by pulling up along the (wings 3d) "Y" axis. These will present no broad top or bottom to the player as they maneuver. The distinction makes me think it's worth the effort to build. I haven't wanted to show what I'm trying to do, because they aren't done, and still look klunky. I also wanted their dogfighting aspects to be an evil surprise.
I started with a cylinder, laid it along the Z axis, cut the Z-axis stringers into multiple bulkheads, then squished and stretched it to shape. After smoothing, I still have dimples I need to remove. I've chopped them down to be as low-poly as possible, so every dimple really stands out (as referenced by my "Bleargh!" arrow).
Maybe my picture is too small, I can't see the dimple line on my phone. Oh well, it's there and I have to twiddle edges and vertices to make them go away. Often, I don't know what movements are required without trial and error. And more error.
They are low-poly as possible. Except for the engines, laser, and front scoop, they are all compound curves. My question #1 was about a larger model that has side turrets like eyes. These "Angel's" were second, and I worked on them when ever I got too frustrated with my "Tuna" (yes, I named a spaceship "Tuna").
This leads to my question #3: Tessellation. Sad that it's not auto, but I didn't know about "Turn". This speeds things up greatly. Thanks for that.
#4 (that line thing). With all the information I've been shoveling into my head lately, it's funny that if I had to straighten a line at gunpoint, I still don't know how. I need to see it done so I can say, "Ooooooooooh... Hell, that's EASY!". Then everyone will throw things at me for being such a dolt. Oh well, I'll figure it out. XD
#5 (flatten with minimal deformation). "Ooooooooooh... Hell, that's EASY!" I understand this now and it makes sense.
#6 (copy/paste XYZ). OK. No problem. The more I learn how the software works, the less I need the things I ask about.
Examples:
The one on the left is the first "Angel" design (it was supposed to be a sunfish, but I later decided that a sunfish should be a HUGE luxury liner). I got the slotted engines the way I want, but I fought for hours just flattening the tail in the first place. After that, even the engine slots were easy.
As I've said, I have trouble with the easy stuff, and less trouble with things that should be more difficult. :/
The one on the right is up-engined, so the tail had to get fatter and the nose much more blunt.
The concept introduces extra difficulty. Ships tend to angle away by pulling up along the (wings 3d) "Y" axis. These will present no broad top or bottom to the player as they maneuver. The distinction makes me think it's worth the effort to build. I haven't wanted to show what I'm trying to do, because they aren't done, and still look klunky. I also wanted their dogfighting aspects to be an evil surprise.
I started with a cylinder, laid it along the Z axis, cut the Z-axis stringers into multiple bulkheads, then squished and stretched it to shape. After smoothing, I still have dimples I need to remove. I've chopped them down to be as low-poly as possible, so every dimple really stands out (as referenced by my "Bleargh!" arrow).
Maybe my picture is too small, I can't see the dimple line on my phone. Oh well, it's there and I have to twiddle edges and vertices to make them go away. Often, I don't know what movements are required without trial and error. And more error.
They are low-poly as possible. Except for the engines, laser, and front scoop, they are all compound curves. My question #1 was about a larger model that has side turrets like eyes. These "Angel's" were second, and I worked on them when ever I got too frustrated with my "Tuna" (yes, I named a spaceship "Tuna").
This leads to my question #3: Tessellation. Sad that it's not auto, but I didn't know about "Turn". This speeds things up greatly. Thanks for that.
#4 (that line thing). With all the information I've been shoveling into my head lately, it's funny that if I had to straighten a line at gunpoint, I still don't know how. I need to see it done so I can say, "Ooooooooooh... Hell, that's EASY!". Then everyone will throw things at me for being such a dolt. Oh well, I'll figure it out. XD
#5 (flatten with minimal deformation). "Ooooooooooh... Hell, that's EASY!" I understand this now and it makes sense.
#6 (copy/paste XYZ). OK. No problem. The more I learn how the software works, the less I need the things I ask about.