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Author Topic: Artwork and Improving Your Abilities  (Read 12613 times)
Jimi James
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« on: September 13, 2006, 12:28:37 PM »

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Nathan
Artwork and Improving Your Abilities
Before I start, I'd like everyone to know that this is a helpful criticism and not singling anyone out.

I've noticed a decline in the quality of the artwork being submitted recently. Whether or not this is a lack of ability, an example of laziness, or a simple lack of experience, I do not know and I'm not going to make any conclusions. I'd suggest to everyone that is starting out in drawing, whether you use paper and pencil, MS Paint, or a 400 dollar professional program, that you go find some official images of Trek ships and try to draw them as perfectly as you can. Draw draw draw, keep sketching and tracing until you can make ships that are reasonable facsimiles of those found on, say, the EAS ship database. Of course you don't have to get them so good that they look professionally done, but you need to make ships that are decent looking. Not only will it make you look better in the eyes of others, but you will be much prouder of your works after spending some time on them making a decent looking ship.

As I said, keep in mind that, while harsh sounding, it's only meant to be a help to those who are less experienced (or even very experienced) in the art of design. Take pride in your work, and try to do everything you can to advance your abilities. Keep in mind that anything less than your best ability isn't worth showing to others.

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Manticore
Bravo! Grand idea! CLAP CLAP CLAP!

Now I guess I should follow this advice...if only to get better at 2d for texturing.

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Flagg
Speaking of which, when are you gonna get to modeling the Sol class?

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<Dickity>
good advise, and I was just going to start on my first ship to be submitted

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Manticore
Flagg, when I have time, a commodity that is almost non-existant in a college student's life.

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<Mr. Turtle>
Yeah, I'd like to see it.

And I guess I'll have to improve my scribble-ship designs before I post them.

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Makaveli
Nicely said Nathan. Smile

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CrazyMrLeo
A good point, but I have to ask, what would you consider a good sketch? The EAS database works for side-views, but not much else. One man's work of art is another's trash heap, after all. The subjectiveness of it all presents a problem.

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<Saint AJ>
Not really, Leo. It is very evident when comparing two technical drawings whether or not there is skill or talent present. A "good" sketch should show attention to detail and perspective, as well as an even and uniform technique, and above all it should be evident that there was time put into it. It will be obvious whether or not the artist spend five minutes popping out a few circles in M$ Paint or slaved over a drawing for hours getting everything right, even the most inexperienced artist can make it evident that they put forth a lot of effort.

Another tip for those who use the really basic paint software. M$ Paint is really limited in its capabilities. It's good for making rough thumbnails and the like, and for learning how to do basic shapes, but not much else. Inevitably to get a really fantastic drawing out of Paint you're going to have to invest lots and lots and lots of time.

If you're willing to invest the time to learn it, The Gimp (www.gimp.org) is an excellent *freeware* paint program that easily rivals the high-priced stuff. Its learning curve is a little steep, but once you've learned your way around it, the Gimp is very powerful and can produce gorgeous images.

If you're really intent on sticking with M$ Paint though I recommend prodigious use of the zoom tool for detail work. Working pixel by pixel is tedious, but it gives you the most control over your work in Paint. Also, with M$ Paint you are more or less limited to *LARGE* images because it lacks good blending and smoothing functions.

For those who are trying to work by hand and feel they could use some help, there are plenty of tutorials available for free online, just google for them. But as Nate said, practice is the most important thing. Nothing will make as big a difference in your artwork as experience. One thing I've learned over the years is that it sometimes helps to draw something three or four times before you really get it right, sometimes even from different angles just so you'll be able to see in front of you exactly how the object looks. This can be especially important for starships, which tend to have complex shapes.

Another bit of advice, look at pictures of "real" ships and vehicles. This may sound obvious, but it helps you get an idea for how certain things really look. Instead of just drawing in a box for a weapon, look at how the weapon is made on the model, or whatever, and use that to help you.
________________________________________________
Also, some people are very good at visualizing their ideas, while others are not and that's nothing to be ashamed of. If you need help getting a ship to look good, feel free to ask. Admittedly, a lot of the artists around here like Manticore, MadCat, Nathan, Jimi, or myself are probably quite pressed for time but there's bound to be someone around who can help.

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Nathan
Stickying this topic. This might be useful for newbies to read.

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Manticore
Just herd the 3d-ers over to me and I'll do my best to help them and if not, I know of a few good sites that should provide them with good stuff.

Smile

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<Saint AJ>
If anyone needs some pointers on pencil-and-paper drawing, I can give advice, my email can be found in my profile.

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Ottens
When I look at my own work (I'm just a beginner in starship drawing), I can see that it certaintly improves. Though, simple pencil and paper works best for me.

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BorgMan
Hmmmm, I defintily agree with this Cool

Now make newbie's READ the sticky's, and the problem would be solved Roll Eyes

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kaden
basically what i do is do alot of little sketches of the basic shapes i want to use on a ship, i then take the best ones and try make the ship, adding familier things, armour plating, nacelles, thrusters, impluse, a shuttle bay, and a bridge lol

once i get a sketch all sorted out i computer it in psp, or sometimes i go straight to the psp part and skip a final sketch.

that way as i go i can improve on the overal ship design and add new things or take things away, i also have in my mind the other views but most of the time i cant quite get it right so i leave them out lol

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Zorin
Nathan is absolutly right. Nothing counts out experience. I made quite a lot of ships during the last year, 20 or so, and it's very important to spent time on a ship. My first ships stole me more than 10 hours for 3 views.

Excelentia

The third view I couldn't find anymore.

And now I'm able to make designs and projects like the Urania:

Urania Project
It's all about time and practice.

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drbob
Some time ago , someone asked me

how does 3d modeling work

I wrote an article for them

see what you think



3D Pictures - How do they do that?
By Bob Crosswell

Most people are very familiar with a camera. They take pictures of the things that they like. No one is satisfied with a flat picture anymore. The big question is:, How do you do this on your computer?
Especially if the picture you want is of a Space Ship.

There are many ways to make a picture. I prefer to make a 3d object and then I can have a picture from any angle or any direction; just like you might do with your camera. But?. How do you do that?

Empty your mind for a minute. Now think of?..a toothpick.
A toothpick is like a line and we can use it to help us visualize in 3d. Let us take our toothpick and glue it to another toothpick on the ends, now glue another one to the next end and a 4th one to the ends. If we do this we have a rectangle or a square. Now take this rectangle and glue a piece of paper on it. We now have a ?plane?. The paper we glued to the rectangle is called a ?face?. Our plane has 2 faces. We can color these faces; maybe one side is blue and the other side is red. OR we could paint on stripes on one side and dots on the other. Or we could glue a picture on one side, sort of like wallpaper. We could have a picture of our girl friend on one side and a picture of our wife on the other and flip back and forth depending on what we wanted to see.
The next step is to make 5 more of these planes. We glue these together at 90degree angles to form a box.
Our box is like a toy child?s block. The area in side the block is called a polygon. (Polly for short)
When we talk about size and/or complexity of a model we describe it in terms of how many faces it has or how many pollys it has. We can take these blocks and stack them on top of each other to make bigger things; like making a castle out of sugar cubes. We can change the shape of our blocks, skinny, fat, long or
we could use one block to cut another one. This is called object subtraction. Remember, our block or polly is just made of empty space bounded by faces. If we have 2 blocks, one long and skinny, the other block big and fat and we subtract the space between them. Now our block has a hole in it and looks like a
square doughnut. We can cut these blocks into different shapes and glue them together to make more complex shapes, but they still have a bit of a rough look to them.
So, let?s go back to our toothpick. This time glue several together and we can make a cone or a ball or a cylinder. We can take these shapes and add or subtract them from each other to make all kinds of new shapes. Example: Take a cone and glue it to another cone, upside down, making an hourglass shape.
Now take a ball. Squeeze or flatten the ball, now subtract the hourglass from the flat ball.
This new shape looks like a doughnut, we call it a;?Taurus?, but that is just a fancy 3d word for doughnut.
By taking these basic shapes and gluing them together or cutting one from another and then gluing on a new one, we can make very complex shapes. Then we can paint them, or part of then or a group of them
So that the object looks like what we want it to look like. We call this object a mesh, and we call the coloring on the faces of it, textures.
So now we have an object; what do we do with it?
We can turn this object over and around just like you might turn an apple in your hand. This allows us to see the object from any angle or any direction that we might want. Most 3d programs have another option.
Instead of moving the object, they move the camera or the point from which you are looking at the object.
This allows you to see your object better and set up the scene, which you want, just like you do with your camera.
Next step, light. Just like you would do with your camera, you must adjust the lighting.
Most 3d programs have several types of lights. The primary light is the source light.
This type of light acts like a light bulb, sending light out in all directions.
Another type of light is the spotlight, which focuses the light like a flashlight.
Or another type of light is the projector light, this type of light can project light and an image just like a
Overhead projector does. The next type of light is the line light, this act like rain. That is all the light travels in a straight line in one direction. There is also a sink light, this is a source that takes light away from your scene. Each of these light sources can be made to cast shadows or not. We can change the intensity or the color of each light.

3d-program software now allows you to place your object, your lights, your camera and anything else into a big ?room?. In this big empty room we set up the scene. We place our object where we want; we place the lights where we want and our camera where we want. This setting of the scene is important to get the desired effect we want. If we want a picture of a spaceship we only want to have one strong light (simulating the sun) and other small lights (simulating reflection from moons or stars).
So now we are ready to take our object lights and scene and make a picture out of it.
To make a picture out of an object is called ?rendering?.
There are many things about rendering but you can think of this as pressing the button on your camera.
The subject of rendering can be a subject all of its own.
There are many different 3d-software programs, but they all do these same basic steps to make a 3d picture. Some examples of software are:
Name instore base price
Lightwave 6 $4000
3D Max 3 $5000
trueSpace 4 $2000
Mayha $7000
Cinima 4D XL $8000
Bryce 3D $1000
Raytracer $500 (formula based)
Pixel 3D $ 1000 (for Macs)
AutoCAD
Well if the prices don?t scare you off, then look at this. Most 3d software programs are huge,
Say in the 100-200meg range for just the software. They all require lots and lots of ram, or lots and lots of time to do a render. It is very common for a single render to take several hours. We said before the meshes/models are measured in complexity by the number of faces they have or the number of Pollys they
Have in them. But these models can easily be several Megs in size, and the textures can also be large.
This is not meant to scare anyone away from working in 3d, but before you start you want to have a computer capable of handling large files and has lots of ram.
The last thing I would like to point out is that the software is not important. Sometimes it makes it harder. All you really need is imagination and a little of your time. Some of the best novels ever produced
Were written with a pencil.

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Manticore
A somewhat simplistic but otherwise quite good description of our hobby drbob, very well done Wink

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<Saint AJ>
Blender: FREE.

Anim8or: FREE.

Art of Illusion: FREE.

PoV_Ray: FREE.

Getting 3D renders as good as the professional software without having to get a second mortgage? PRICELESS.

Seriously. The 3D stuff drBob announced isn't any better than any of these programs. Matter of fact I think POV_Ray can render better images than any of the payware crap.

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<PhoenixM>
Saint AJ,
Where are these FREE (I love that word) 3D programs located at?

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Nathan
Google is your friend, Phoenix...

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<Saint AJ>
for reference:

Anim8or is located at www.anim8or.com

Blender is located at www.blender3d.com

POV_Ray is located at www.pov-ray.org

Of the three, Anim8or is the easiest to learn, though the least powerful, and POV_Ray is the most powerful, but the most difficult to master because the interface is text only (brush up on your programming skills). Blender is roughly in-between, though I still stick with Anim8or (I have all 3 programs) for most work because I'm most familiar with the interface.

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<Carpandean>
I think a lot of people have touched on the main thing - it should look like you put some time into it. I haven't been on these boards long, but I've already seen several pics that look like they took two minutes - a single grey polygon with some red and blue on the nacelles.

Then, when people suugest the author should "put some time in on the drawing", the response is "all I have is MS Paint and that's as good as it will make". I really hate that. I do all of my work in Paint, but I put time into my drawings - you can get good stuff out of it with time and effort.

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<Danny Dale>

    quote:Originally posted by carpandean:
    I think a lot of people have touched on the main thing - it should look like you put some time into it. I haven't been on these boards long, but I've already seen several pics that look like they took two minutes - a single grey polygon with some red and blue on the nacelles.

    Then, when people suugest the author should "put some time in on the drawing", the response is "all I have is MS Paint and that's as good as it will make". I _really_ hate that. I do all of my work in Paint, but I put time into my drawings - you can get good stuff out of it with time and effort.


That's exactly how I do it. Paint's easy to use, but hard to master. But once you get good at it, you can make some _REALLY_ good artwork! Smile

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BorgMan
I definatly agree with that. I did some artwork in paint, a pretty long time ago, but the comunity liked it very much. Time is all you need to put into your drawing Smile
« Last Edit: September 26, 2006, 04:55:47 PM by Makaveli » Logged

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Jimi James
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« Reply #1 on: September 13, 2006, 12:29:07 PM »

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BorgMan
Artwork and Improving Your Abilities
OK people, listen up...

I personally like it when people try to use Paint to make a ship. A lot of good stuff come from paint. Some bad too, but that's not important now. I just like to point out that, when working in Paint, the canvas is bigger than your drawing. When you're done drawing, cut out the drawing, make the canvas very small, and paste it back in. In that way, there will be no misstakes when, ie, I open an attachment and I see a miniscule ship, and after that I have to search for the stretch out button, only to discover that 40 to 60 procent of the drawing is blank! I can get very irritated out of that, and I think I'm not the only one. So please people, cut out your drawing and paste it back. It also helps reduce the file size. So if anyone would actually read this, I would be very greatfull Smile

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White Wolf
I think it would better put a set by set directions on how to do that. For those who don't how{ Mainly yours truly} Smile

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Manticore
If you're not willing to explore your art application, you shouldn't be doing art. It's as simple as that.

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White Wolf
Ouch. That was harsh. Undecided

You see i'm mostly a pencil and paper type of artist. Drawing by computer is kinda new for me.

So i think your statement is a little unfair, Manticore.

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SeQuBu
Acutaly I didnīt understand eather to what BM was refering to

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Bond, James Bond
In Microsoft Paint at the top of your tool bar on the left hand side of the screen there's a little dashed box. Click and drag the box across the actual image you want to save. This eliminates all of the extra unused white space which would otherwise make your image seem very small.

Go to the help menu for more detailed intructions.

Manticore, you could have helped them in the amount of time it took to post your little admonishment.Mad

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Manticore
I'm sorry, just several arguments with my brother (who considers himself a modeler) about improving his abilities coming to a head. Red Face

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White Wolf
I know that feels. i too have such arguments with my brother. Although not about modeling. So apology is accepted. Smile

Thank you for the tip, Bond.

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Data007
My first ship was easy to draw out, all it took was a little time. Do it like a reviewing process. Draw it, edit, redraw and so on. Once you think you've got it perfect, do a comp version.

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Makaveli
No offence but your first ship had little or no detail on it... and you did it in Powerpoint. Try doing something the same in paint and you will see the dificulty. And was this whole thread brought back to life because I posted the link in another thread?

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White Wolf
What's Powerpoint?

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SeQuBu

    quote:Originally posted by Makaveli:
    was this whole thread brought back to life because I posted the link in another thread?



I would say yes

    quote:Originally posted by white wolf:
    What's Powerpoint?



That whas a joke right Squint


An other tip for Paint user:

The Larger the ship the better it is.
By that, when you zoom in, you can make details pretty good, even in Paint

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Makaveli
Powerpoint is a spideshow program but I guess you can draw images in it aswell....

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White Wolf

    quote:Originally posted by white wolf:
    What's Powerpoint?


^^ It's no joke, Esmeralda. As i've said i'm pencil and paper artist, anything beyond that i'll scratch head in confusion.

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SeQuBu
Must have been that since I use Power Point almost every day (NO, not for drawing) and it is included in Office I assumed that up to now everybody with a computer knew it.
So if I came over a little rude I apologice

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White Wolf
It's Ok Esmeralda. I wasn't mad. I was just speaking the truth. Smile I'm hoping there will a how to section for those, who are just starting out when drawing or painting by computer. Sorta like a do's and don't kinda thing.

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Data007
My Mars class was done in Powerpoint, if you recall. It's really surprising what you can do with it. I'm off to start trying my hand at 3D modelling. Wish me luck.

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<Bozo D'Clone>
Data007,
Let's see the progress you've made with the Mars-Class thus-far. I wouldn't mind adding it to my archives in either 2D or 3D formats, if you're into it. Is it a Cruiser (Enterprise-A)? Science scout (Equinox)? Destroyer (Prometheus / Defiant?)

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Pleiades
tell me about it i did/doing my design on word 95.......how bad is that try it its hard

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starhawk
You *can* do good work in MS Paint. You just have to know how, and you have to be willing to spend a LOT of time at it.

I recently created a rather interesting bit in MS Paint... it is not only 3D (i.e. it has perspective) but it has a large gradient in it. It was very difficult to do, in getting the perspective exactly right, but the gradient was the most difficult part of it, because MS Paint doesn't *have* a gradient tool. You have to go into the "Custom Color" dialogue box, tweak the color a little lighter or darker, and draw a line with it. If you don't get the color EXACTLY right the first time, you have to go back into the "Custom Color" box and change it again, and either redraw the line or use "Fill" on it... you will typically wind up doing this two to five times on each line.

I am, however quite proud of it, and, if people ask, I'll post it here.

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<Fogg, Phileas.>
Capital idea!... I too starting to start my own design heartfully. It's good to have something to do that I can take pride on.
« Last Edit: September 26, 2006, 05:00:17 PM by Makaveli » Logged

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« Reply #2 on: September 26, 2006, 01:01:00 PM »

Hey Jimi - Could you Cut out all of the Sigs, and Make everything Quotes?
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Makaveli
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« Reply #3 on: September 26, 2006, 05:00:45 PM »

Done. Happy now?
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« Reply #4 on: September 26, 2006, 08:25:12 PM »

Done. Happy now?

I would have cliped out a lot of the BS but it's better.
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« Reply #5 on: September 29, 2006, 11:22:44 AM »

Still a bit lengthy...
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« Reply #6 on: October 08, 2006, 08:15:37 AM »

I have a question regarding 3D-design.

I use anim8or. When I make i design i usually color it when it's still low poly (by coloring individual faces). But then when i subdivide the design to increase the polycount, this always messes up the colorings (basically it looks as if the design was made of butter and put into on top of a fire). Is there any other easy to color a design ( or to increase polycount without messing up the colors?)?

Thanx,

[R]evolution
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« Reply #7 on: October 08, 2006, 12:19:52 PM »

Bad idea, if you are getting rounded panles and things, you should wait to do texturing after the mesh has been made in Anim8or, or else if you subdivide panels they make rounded things that look like biological blobs.

Another way you can counter this is to set sections amout to MAXIMUM before subdivison, for spheres etc... this makes the mesh have more verteces, therfore having less of an impact when subdividing.
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« Reply #8 on: October 08, 2006, 03:51:09 PM »

Just a quick question, with a bit to do with Anim8or. What a glorious program it is.

1) What is the best source for Starfleet ship decals and markings, and maybe even textures?

and

2) What is the best way for applying these markings, decals and textures to an Anim8or mesh?
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« Reply #9 on: October 17, 2006, 02:00:02 AM »

I'm the type of guy that makes his decals himself, SketchUp can do that very good. When you have a decal done, you can then save it as a png or gif, whatever has your liking and then paste it on the ship...
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« Reply #10 on: November 29, 2006, 04:22:50 PM »

I'm about to start trying to learn on Paint.net, anyone know if it's any good?
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« Reply #11 on: November 29, 2006, 04:32:05 PM »

I used it briefly during my MS Paint days, and found it to be very similar to Photoshop. If what you're looking for is something similar to Paint where you can do things pixel-by-pixel at high magnification, paint.net isn't it. if what you're looking for is a graphic arts program like Adobe Illustrator or CorelDRAW!, paint.net isn't it either. If you're looking for something for rudimentary photoediting and similar tasks, that doesn't have nearly the same abilities as Photoshop but does more or less the same thing, more or less the same way, by all means go for it.

Be sure that your computer already has the Microsoft .net framework installed, or it won't even install. And if you *don't* have the .net framework, I hope you have DSL or cable Intarwebs, because that is about the biggest download imaginable short of an entire uncompressed linux operating system in assembly code form.
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« Reply #12 on: November 30, 2006, 01:45:45 PM »

I'm about to start trying to learn on Paint.net, anyone know if it's any good?

YES!

I use it all the time, and the plugins make it very worthwile.

Be sure that your computer already has the Microsoft .net framework installed, or it won't even install. And if you *don't* have the .net framework, I hope you have DSL or cable Intarwebs, because that is about the biggest download imaginable short of an entire uncompressed linux operating system in assembly code form.

.net isn't that big, it's only 40 or so megs, which is half the size of Open office.
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« Reply #13 on: November 30, 2006, 01:54:05 PM »

Sorry... it's been awhile and my memory is very good at being inaccurate... I seem to remember it at 80+ megs tho. Or maybe I'm thinking about the last time I looked at openoffice and decided to stick with MS office...
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BorgMan
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« Reply #14 on: December 06, 2006, 06:55:09 AM »

Tips on improving your artwork? Try this. ZOMG111!!!
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« Reply #15 on: December 06, 2006, 09:59:40 AM »

:gape:

Bookmarked to show to my photoshopping father. It will make his jaw drop too.
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Juvat
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« Reply #16 on: January 08, 2007, 01:57:26 AM »

Where would be a good place to teach you how to create a texture to go with your 3D design?  I'd like to find out how to make one with windows, lifeboat hatches, decals and such.  I just have no idea how to start creating the layout of the textures.
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shran
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« Reply #17 on: January 08, 2007, 03:27:01 AM »

Correct me if I'm wrong, but on sci-fimeshes.com there are tutorials for almost all progams in abundance, I think. borgman as some tutorials for sketchup there, so I think others created some for other programs as well.
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« Reply #18 on: January 08, 2007, 01:55:18 PM »

I haven't been to that site yet.  I'll go check it out.

Thanks.
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Jimi James
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« Reply #19 on: January 19, 2007, 01:34:25 PM »

This post was made in reference to a member who was apparently quite new to the world of ship design.  It was suggested by The Daft Punk and I tend to agree, that it's a good idea to start out drawing your designs by hand.  This is a great way to develop your eye for style and everything else that goes into designing a starship.  Now I know what you might be thinking, "but I can't even draw a stickman."  That doesn't matter, becasue neither can I, but drawing is how I started out.

Now usually I would say it's bad etiquette to post your own work in someone else's topic unless asked, but I'm making a point.  So this is an example of what someone who can't draw stickmen, can do when they set their mind to drawing starships. Now this isn't my best work, and the reason I'm posting it as I don't currently have my sketch book with me and this was about the only drawing I had saved on my PC.  It does however show enough to prove that when the work is put in, the quality and detail will show through and you'll score points just for the artwork, even if no one likes the design.  This also illustrates the little trick that you only have to draw half of the ship (for the top and bottom views) and that with a program as simple as MS paint, you can copy, paste, and flip the new copy so that you have a complete design that is entirely symmetrical.

Some tips from my own personal experience.
If you're serious about this, then go buy a really good pencil (I like those mechanical pencils since it saves on sharpening), a good eraser--one of those big ones not the kind that goes on the end of your pencil, a ruler or some other sort of straight edge, maybe a compass, and a maybe a protractor.  If you don't want to buy a  compass then look around your house for things you can use to trace circles and draw curves.  Cd's work really well, (not only do you get a perfect circle from which you can use as the starting point of almost any saucer, but that hole in the center gives you a perfect center circle for the basis and location of your eventual bridge.)  Also try to find some coins, quarters, dimes, and nickels, and a fifty cent piece if you can find one.  I used all of these regularly when I started out drawing.  Later on I bought one of those plastic stencils with a bunch of different sized holes in it, but that's not really necessary as if you're crafty enough, you can really start out on the cheap.

My next suggestion, would be to start out drawing some canon designs.  This is something that I continue to do to this day.  It's good practice and it can still allow you to be creative if/when you want to add your own details to a canon design...like creating an upgrade of an established design.   Take whatever ship class is your favorite, Google some reference pics (though i'd start out by looking at EAS in Bernd's gallery and under his Links page for lots of great references) and start from there.  You can even start out just by tracing some of those designs to get a better idea of how he lines flow together.  The next step of course being drawing canon designs free hand.  Sketch them first, lightly of course as you're going to want to erase the sketch as you lay down heavier lines.

Next installment:  Designing a ship from scratch using what you've learned.
« Last Edit: January 19, 2007, 01:53:32 PM by Jimi James » Logged

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Pleiades
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« Reply #20 on: January 21, 2007, 02:51:52 PM »

Now, ive not really contributed much to the forum in terms of support. So this is all I can do, ill put my  tuts here.

ANIM8OR
Texturing basics
http://media.putfile.com/texturing-tutourial

Getting a sharper edge blend
http://media.putfile.com/anim8or

WINGS 3D
Making a background
http://media.putfile.com/WINGS-Movie

Thats all I have sorry.
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« Reply #21 on: January 21, 2007, 04:42:13 PM »

Every little bit helps, Plei. Cool

Those are pretty good tutorials, too.
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bmitchell64
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« Reply #22 on: February 28, 2007, 06:06:35 PM »

Is there an Anim8or instruction book for dummies out on the web.  I have tried to use the instructions that came with the program, but its jumps over large parts of the functionality that I am not able to comprehend (and have no interest in banging my head against a wall over.)
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« Reply #23 on: April 06, 2007, 03:31:53 AM »

I didnt want to make a new thread for this but here goes...

all over the JoAT there are very nicely rendered pictures of dedication plaques, do these people get them off of a website, or do they put vast amounts of time into creating them themselves.

If they are off of some website, could you post a linky please?
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shran
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« Reply #24 on: April 06, 2007, 06:03:05 AM »

I suppose they create them themselves.
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A terrible enfant called Peter/
Once sprinkled his bed with a gheeter/
His father got whoost/
Took hold of a cnoost/
And gave him a pack on his meeter.
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