CompuServe Messages

#Particle FX

    17-Nov-94 14:14:27
Sb: #1840-#Particle FX
Fm: Michael S. Flynn 74551,142
To: Grady W 76570,551
Grady, It's not so much that you can't do certain things with splines, it's that CSG would make modeling much faster. I am currently working creating very detailed models to send to LucasFilm and LucasArts and creating Star Wars models is extremely time consuming. Just as an example, take the Death Star. I haven't started working on it yet, but for this example, it will work because it is very basic as far as shape. The basic shape is a sphere. Outside of adding the surface detail, the only really distinguishing feature is the scooped-out dish section of the planet-destroying laser. You can't just place a circle segment for the rim because the segment won't conform to the sphere's surface area. There is no fast way of doing this. It would take hours to manually set each point, going in and out of RENDER until you have a smooth surface. You would also have to have a specially designed sphere for the Death Star so that splines connected from the sphere to the rim all matched up. Once you got that done, you would need to re-orient the pivot to the center of the rim so that you could Lathe the dish. If there were CSG functions, this whole thing could be done in a matter of minutes by creating a spehere for the Death Star and a smaller sphere for the dish. Place the dish sphere so that it intersects the Death Star at the desired point and choose the CSG function Difference. Viola! And one of the other benefits of CSG is that in most cases you would need far fewer control points in objects. Take one of the new TIE Fighters for example. The hull is comprised of 12 segments. There is space between each segment. The Front, Back, Top and Bottom all need sliced off at a certain point. With CSG, you create a sphere for the hull. Next, create an arced segment for the space between each hull segment. Place it in an intesecting position on the hull. Clone it and rotate it 30 degrees and repeat the function until you have 12 arced segemnts encircling the hull. Group the arced segemnts into one object. Then use Difference and you would have a hull with 12 segments with space between each segment. Next, create a plane and use the Slice function to cut of the top, bottom, front and back. If you look at the hatch of the new TIEs, it has slots in the top. Creat your arc and Lathe it for the Hatch. Create rectangles and extrude them to the desired width of the slots and then place them so they intersect the hatch, group them into one object and then use Difference. For the wing struts and wing frames, create each piece separately, and then use Union to combine them into one object. The only real way to see where I'm coming from is to try and create these models yourself. If you or anyone else can come up with a faster or better way to create these models at the high detail level, it would be a big help to me. I am about finished with the TIE Interceptor – it should be done today. After I test render it and am satisfied, I will be uploading the project files for it and the TIE Fighter. Micahel S. Flynn