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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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I heed a lil help please

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I heed a lil help please
Offline pipsqueak
07-21-2009, 07:35 PM,
#1
Member
Posts: 970
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Joined: Apr 2007

I have a question.... I read some where that iti s a good idea to make a half a ship (crosssection) and then clone and merge the two pieces together.... wellI tried that but the resultsa re far less than satisfactory (the pieces merge but there are extra pieces in between them). could some one give me a detailed description no how to join two half that are mirror of each other seamlessly? (using 3ds max)

PEACE
[Image: freighter.png]
[Image: freighter2.png]

Although it looks joined correctly, bevel upfront can not be done as it splits in the middle.....
and the frame looks doubled up in the middle...

[Image: pixresizeuo0.jpg]
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Offline Turkish
07-21-2009, 07:55 PM,
#2
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Posts: 2,617
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Joined: Aug 2007

First things first, far too man polygons but the shape and design is good. You can achieve similar results without using quite so many faces.

Second of all, if you're using 3DSMax which it looks like you are, make sure that the pivot point is centred at 0,0,0 and then select the symetry modifier and apply.

That should result in a proper seamless mirroring. I'll write up some for tips for you after my hot and steamy time.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline pipsqueak
07-21-2009, 08:05 PM,
#3
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Posts: 970
Threads: 37
Joined: Apr 2007

yeah I know, but I sat infront of a blank slate then just started making it. I didnt know where I was going when I began. As for your hot and steaming time, have fun. I will wait for you reply in about a week or so......

PEACE

[Image: pixresizeuo0.jpg]
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Offline Seth Karlo
07-21-2009, 08:12 PM,
#4
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Posts: 2,985
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It was Leagonatipn's advice. I personally would make the whole thing and be careful while you'e doing it.

Each to their own I suppose.

[Image: SethSig.png]
Signature by Sleipnir.
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Offline pipsqueak
07-21-2009, 08:28 PM,
#5
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Posts: 970
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Joined: Apr 2007

Well I can't judge either technique fully till I have fully seen the quirks and difficulties they contain....

PEACE

[Image: pixresizeuo0.jpg]
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Offline raider51
07-30-2009, 11:19 AM, (This post was last modified: 07-30-2009, 12:06 PM by raider51.)
#6
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Posts: 16
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Joined: May 2009

Im rookie also with this modelling thing but im trying to tell it point for point:
First, as Turkish said make sure your coordinate system stand at 0,0,0.
If you hasnt done so far, then now right click the model and click "convert to editable poly".
After assign the entirely model and in the upper menu-row click "mirror".
In the mirror menu click "instance" and click also in that coordinate window (x,y,z) you want to mirror at.
Now you have a mirrored body, all you have to do to move it into right place and thats the reason you have to set the coordinates at 0,0,0, because its pretty easy to click on the "move" icon in the upper menu-row and type 0,0,0 in the windows of x,y,z.
After you placed it you'd have two bodies.
Now assign the mirrored body and right click, select attach list and add the original body to the list, with materials and all.
If everything is fine you have one body but with a "cut" on the middle. You can check it easily, select the vertex in the modification window (the first one looks like a point) and move a point at the middle... because there are two points covering each other the second one is still stands.
To weld them, you have to roll the modification menu/vertex and you have to find the weld command:
Select upper or front view first, then switch off the "ignore backfacing" in the top of the modification menu, and with press the left mouse button assign the vertex points in the middle. If you done well, all of middle vertex points appear in red color.
Now all you have to do to weld it, click on the "weld" in the vertex menu and set threshold between [1-10].

I hope it helps, ive done it from memory if something wrong then post that.
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