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PostPosted: Tue Aug 10, 2010 5:57 am 
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Location: The Maze of Peril
Gotcha, I was thinking of RW container sizes (my ferry weaves through container ships every morning) but didn't do the volume calculation, so I was fooled by the scale.

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PostPosted: Wed Aug 11, 2010 9:40 pm 
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I do like the idea of making sure the containers match ground requirements. Even _with_ grav tech, it also comes down to storing them, packing them effectively, getting them through tunnels, perhaps transfering them onto other vehicles... it all gets unwieldy with too big containers.

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PostPosted: Sun Aug 15, 2010 1:52 am 
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Location: Queensland
Here is a minor update
The site has side and top views as well as a (sorta) beauty render
I laid out interior decks although I haven't spent much time of them
I am almost out of my obsessive phase and may just do a MT write-up after all (meh)
I guess I'll have some grav tech for ships after all ( what is the best way to use space in a zero-G ship? )
..but only partially... the access shaft to the engine room will be zero-G with a small section acting as a "G-lock"
( you step in and cycle the lock and grav is brought down to zero before moving to zero-G section of ship..also acts as airlock for that part of the ship,
too )
https://sites.google.com/site/moukotiger/traveller-rpg/traveller-artwork

Image

Still more to do
I guess I'm about 1/2 to 2/3 done with this
interior and textures and various stuff in case I forgot

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Last edited by Ishmael on Sun Aug 15, 2010 4:07 am, edited 1 time in total.

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PostPosted: Sun Aug 15, 2010 3:31 am 
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This is getting better and better, but the latest renders seem a bit dark - I'm having difficulty picking out details (and I really want to pick out more details!).

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PostPosted: Sun Aug 15, 2010 3:54 am 
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Nice greeblies :)

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PostPosted: Tue Oct 19, 2010 4:12 am 
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Ishmael wrote:
its all in blender 2.48a
( once I get my daughter's computer fixed again, I'll be moving to 2.53beta along side 2.49b )

I'm using the internal render engine although I'm not doing anything fancy with it...
ambient occlusion and 2 simple lights for shadows and highlights but each tinted a slightly different color so I can tell which surfaces are being lit by which lamp

I guess I'll eventually post the .blend file in a day or two as part of the updates
it's been a while since I've done any 3d, so I'm still getting back up to speed with the key commands. I'm not a very efficient modeller.


Are you subsurfing? The nozzles looked a little jaggy, I was wondering if you were subsurfing them.


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PostPosted: Tue Oct 19, 2010 7:54 am 
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Looks excellent!

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PostPosted: Tue Oct 19, 2010 5:12 pm 
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no subsurfacing here.
Just polys
The engines are from a much older project which I may finish up someday.
Just like how I'll finish this...eventually.

I need more hours in a day.

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PostPosted: Tue Dec 28, 2010 7:42 am 
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Nice details so far. The lighting makes the ship look unsafe to me for some reason. Which I like.

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