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Ray's TAS shuttlecraft...

^This. Also, go to the location from my previous post and hit the "fix model" button and "purge unused" button. Wait for a response after each one, they can take a while to run. It may or may not help.

BTW, I have a PC.
 
That would be my advice as well. In Lightwave there are similar tools which will merge points and polygons which are sharing the same space as others, bring the model back down to just the polygons you need. Since this problem is following the model and not the platform, it's clearly something wrong with that model specifically.

Did you save any iterations of the model separately during the build? From the sounds of it the issue has only occured since you test mirrored the model, so if you have that version saved you might go back and check the model statistics or start from there again. If I make a major change or addition to a model I will save a version of it beforehand, just in case it kacks up.
 
Another thing to try would be to download a model from the 3D Warehouse (or make one) and see if another model of similar complexity is giving you the same performance hit and lockup.

Because the first step is to see if it is either OSX+SU or did you create some rare combo of points/lines/surfaces/materials that is causing SU's algorithms to go off the rails.
 
I will check the "fix problems" and "purge unused" again. Actually it turns out that I dpi have a mirrored version of the model from earlier only minus a few details. I should be able to add the details to that.

This morning I tried something. I set about copying the model prior to mirroring it. Of course I got the spinning beach ball, but I left it on its own while I went out for a few hours. When I returned six hours later I found that it had finally copied the model and all that remained was for me to mirror it. So sometime during that six hours it did what is was supposed to do, only I've no idea how long it actually took. The fact is if something like this takes anything more than a few minutes then it's taking too damn long.
 
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The end is in sight. A little more detailing and then some final paint touches and rendering. In the meantime here's a quick-and-dirty peek along with requisite blurriness and film grain. :) No real shadows yet though.

ScoutProgress22.gif
 
Very nice!
Thanks.

I want to add a bit more detail including some weathering if I can. I don't want to add more detail than what we saw on TOS' shuttlecraft, but the detail will make the design look more "real" so to speak. When I'm done I not only want to do some live-action like scenes, but also recreate some of the angles we saw of the ship in TAS as a form of comparison. Of course it can't be exactly like TAS because my design doesn't have the extreme and stylized proportions of the animated design.

After I'm done with this one I'm thinking of moving onto the heavy lander design from "Mudd's Passion."
 
I'm no fan of the design, but for a first model you've made a very good job of it. The first model I ever made was an attempt at a Babylon 5 Starfury, and man did it turn out horrendous!

I dont think you're going to be weathering it any time soon in Sketchup. Not if what the other Sketchup users said about image mapping is true anyway. I dont know if any of the third party rendering apps can do anything for that?
 
I dont think you're going to be weathering it any time soon in Sketchup. Not if what the other Sketchup users said about image mapping is true anyway. I dont know if any of the third party rendering apps can do anything for that?
I'm looking into it. I might have to do my weathering when I do images for simulated scenes. So I'd be doing it with Photoshop. We'll see.
 
The first model I ever made was an attempt at a Babylon 5 Starfury, and man did it turn out horrendous!
:crazy: Ack! Why would you attempt a Starfury of all things as a first model?!? :lol:

As for your model, Warped9, all I can say at this point is I'm enjoying seeing your progress! :techman:
 
Starfuries are cool. One of the few fighters in sci-fi that take into account realistic physics in maneuvering.
 
^ Oh, I agree there. It's just it's a very complicated shape to try and model.
 
Starfuries are cool. One of the few fighters in sci-fi that take into account realistic physics in maneuvering.
I really like the Starfuries. I've even got a plastic model kit I haven't put together yet. But I have to agree it would be a bitch to try as a first 3D model.
 
I'm not 1000% sure why either. I hated B5. I guess it was because Lightwave was so linked to Babylon 5 at the time. The second model I every built was a Klingon BoP. Nothing like thinking simple, eh? I am surprised how well it turned out, I wouldn't even attempt that now. No 3 was a Star Destroyer, because we were playing X-Wing at the time. Cant remember after that.
 
Slow progress. A few more details then rendering time. I added a little asymmetrical detailing on the top to break up some of those expanses of plain surfacing. That longitudinal detail is not on the centreline but offset to the port side of the craft.

ScoutProgress-23.gif
 
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