MapModel: SpaceShip [WIP]
#9
Judging from the screens, I'd recommend you start to get familiar with the very basics of modelling first.

Like there's no point in using two stacks for a straight cylinder. Stuff like that aren't even matters of high or low poly modelling. It's just a typical beginners mistake, which you need to get aware of as soon as possible in order to get something done correctly.

I just gave it a shot and managed to create the basic shape with 122 polys. Pretending the thing would be used within a rather "concealed" rocket launch silo of sorts, you could work up to a poly count of 500 max total. Just to name a number.

It all starts with a cylinder, 10 stacks / 8 slices. On the top, there're all vertices snapped together to create that spike. This upper "ring" is just the third stack extruded and scaled up uniformly along the x and z axes (while y is the vertical one).

The wings start with a box, with the upper face extruded so you'll get a second stack on top. Again the upper vertices snapped together in order to create the spiky top. Scale down this house-shaped box along z-axes, until it's flat enough. Duplicate the whole thing and rotate by 90 degree along the y-axes.

Polys = Triangles / 2

[Image: spaceship_screeny.jpg]


Hope that will help you understand what the hell I'm talking about. :)

[Image: spaceship_screeny_2.jpg]
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Messages In This Thread
MapModel: SpaceShip [WIP] - by Murmer - 13 Jan 12, 01:09AM
RE: MapModel: SpaceShip [WIP] - by Murmer - 13 Jan 12, 01:17AM
RE: MapModel: SpaceShip [WIP] - by Orynge - 13 Jan 12, 09:45AM
RE: MapModel: SpaceShip [WIP] - by Cleaner - 13 Jan 12, 11:31AM
RE: MapModel: SpaceShip [WIP] - by MykeGregory - 13 Jan 12, 02:21PM
RE: MapModel: SpaceShip [WIP] - by Mr.Floppy - 13 Jan 12, 05:33PM
RE: MapModel: SpaceShip [WIP] - by tempest - 13 Jan 12, 06:12PM
RE: MapModel: SpaceShip [WIP] - by Mr.Floppy - 13 Jan 12, 06:42PM