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Old 29th May 2012, 01:15 PM   #211
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Better and better and better!
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Old 29th May 2012, 01:25 PM   #212
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I absolutely love the addition of the solar panels. Great idea and very much Babylon 5.
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Old 30th May 2012, 05:59 AM   #213
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Great!
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Old 31st May 2012, 04:25 AM   #214
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Outstanding ! Totally inspirational stuff -- I do so love B5, (was the reason I went into 3D)
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Old 31st May 2012, 09:21 AM   #215
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Outstanding!
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Old 25th Nov 2012, 06:29 AM   #216
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MAY!!! no updates since May! What on Earth have I been doing?

Well to be honest not much on this model, I've loaded it up a few times stared at it real hard and then when it steadfastly refused to complete itself I've gone off to do something else instead.

Anyhoo, little update to show I haven't forgotten it entirely...

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I'm not sure about the dome or the antennae (sp?), guess I'll have to mull them over for a bit.
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Old 25th Nov 2012, 07:27 AM   #217
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It's still a beauty, Tony.

I've noticed that models can be very stubborn about getting themselves done. It's like they expect us to do all the work!

Getting a brutal moire pattern on the engines. You'll either need a ridiculously high AA setting (which is fine if your machine can handle the render times) or you may need to reduce the number of pieces in there so you can increase the gap between them.
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Old 25th Nov 2012, 08:14 AM   #218
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Great to see this monster moving again Tony!

Rigel, It will probably only be really difficult with animation - but even then I have found that with careful choice of reconstruction filters, you can get away with it just fine. And a little motion blur can do wonders to hide moire while looking better.

A few years back I did some experiments with Saturn's rings. I think this is about the worst possible source of this kind of issue, particularly if you are using a very highly detailled ring map. Very fine high contrast sub pixel details at all sorts of angles.

I found that Mitchell Sharp did an excellent job of minimising the problems and preserving detail, even with slow animation.
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Old 25th Nov 2012, 09:21 AM   #219
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SOFIAK, that's damned sexy work Tony.
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Old 25th Nov 2012, 10:07 AM   #220
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Thanks guys,

Rigel the moire is a real PITA, I may well have to remodel some bits to reduce it.
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Old 25th Nov 2012, 09:50 PM   #221
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Try Nick's (Starbase1) suggestion and render it with Mitchell Sharp, see what happens.
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Old 26th Nov 2012, 12:15 AM   #222
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oops, sorry I should have mentioned that is Mitchell Sharp used in those renders
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Old 26th Nov 2012, 01:33 PM   #223
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(marvin the martian voice on)
Oh well, back to the drawing board!
(marvin the martian voice off)
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Old 27th Nov 2012, 02:45 AM   #224
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I'm glad you are still working on it!
I want to see that beauty finished.
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Old 28th Nov 2012, 03:20 AM   #225
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Why not just super sample? I'm sure Lightwave has that option. Max does, I know that. I use it way too often.
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Old 28th Nov 2012, 04:17 AM   #226
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I love that you're still working on this one. She is an impressive bit of work so far, and I'm excited to see further updates.
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Old 28th Nov 2012, 04:17 AM   #227
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I really think this is not a serious problem.

If viewed from the front, the engine sides won't be visible,
If viewed directly from the rear, the sides won't be visible.
If the engines are on, the glare will make such details subtle and hard to see.
If its moving, motion blur will soften the fine detail.

The only way it will show at all is in still side on views with strong lighting not from the front or rear.With my browser, it only looked even a bit rogh when the browser downsampled the image to fit on the screen, a full res view was fine to my eye. I suspect that browser image resampling is designed for speed not quality - every browser benchmark I have seen looks at speed, and none at image quality...

I really think you should keep it for now Tony, and worry about it later IF it becomes a problem in final images, with more realistic lighting..
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Old 28th Nov 2012, 09:30 AM   #228
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nice updates, and nicely presented too, its nice when people take a little time in just their presentation of wips
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Old 2nd Dec 2012, 02:38 PM   #229
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Thanks guys.

I can't make my mind up, knobbly bits or plain. What do you guys think?

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Old 2nd Dec 2012, 03:12 PM   #230
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If in doubt, more polygons!
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Old 2nd Dec 2012, 04:08 PM   #231
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I think the knobbly version is certainly more visually interesting, so that's what I vote for.
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Old 2nd Dec 2012, 05:30 PM   #232
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Have to agree with Rigel, I really like the looks of the extra detail.
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Old 3rd Dec 2012, 03:30 AM   #233
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I'm going to be the odd one out and say that I prefer the plain ones. Visually interesting for sure is the way with more polygons, but with all the other details you're putting into this, I think there's still merit in having some plain things in there too.
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Old 3rd Dec 2012, 05:03 AM   #234
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I think the plain bits fits better for that part.
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Old 3rd Dec 2012, 08:43 AM   #235
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What is it that Jordu says/promotes? Areas of rest, ya that's it.
It is okay to have "still" areas in design.
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Old 3rd Dec 2012, 09:14 AM   #236
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Plain
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Old 3rd Dec 2012, 03:26 PM   #237
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Plain
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Old 3rd Dec 2012, 04:40 PM   #238
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Plain
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Old 4th Dec 2012, 04:21 AM   #239
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Adding my voice to the chorus - the plain offers a great bit of contrast to the rest & helps highlight the detail work you've put in so far. plain it is
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Old 31st Mar 2013, 05:08 PM   #240
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About time I posted an update I guess...

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I finally felt like firing up LW again (it's been a while) and so I've been fiddling around with the drive section some more. Thanks to some inspiration from the Homeworld ships and the UNSC Infinity, I now have some detail bits on top of the drive hull. I'm not sure yet about the antennae, I may shorten them back or replace them with something else, not sure yet.

Modeller has been a little sod today, it's crashed so damn much I'm amazed I've stuck at it.
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