Ambrosia Garden Archive
    • Cheat: From what I can remember of my experiences with it, it was cheap to register too, wasn't it? I seem to remember it being like... $30 or something.

      ~A~

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      "How can I make it go faster?" -Me-

    • Quote

      Originally posted by Azdara:
      **Cheat: From what I can remember of my experiences with it, it was cheap to register too, wasn't it? I seem to remember it being like... $30 or something.

      ~A~

      **

      Those things in the first digit are circles, not half-circles.
      80. Not 30.
      -Az

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      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
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    • I find Terragen too limiting, and it has an interface that only a mathematician could love.

      Dave @ ATMOS

    • Quote

      Originally posted by pipeline:
      **I find Terragen too limiting, and it has an interface that only a mathematician could love.

      Dave @ ATMOS**

      Really? Limiting, sure. But the interface is dead-simple.

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    • pats lightwave

      I hate maya. yes I do. But I'm beginning to love LW. Incredible proggy. Expnsive. Thank god for edu prices and parents who work at tech colleges 😛

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      skeptic

    • Quote

      Could someone explain what splines, NURBs, and boolean objects are to me? Is that a really bad thing, or are there ways to make reasonably complex shapes without going completely crazy? I'd get Lightwave, but I have neither the money to purchase it nor the time to learn the program.

      Splines are basically 2d lines represented by points in a 3D view. They do not show up when rendered, but act as anchors of sorts when used basically as skeletons (almost all of my poorly textured ships are made using LoftNURBS and tons of splines and everything that I would or should use BézierNURBS for, I try to used Lofts).

      NURBS are like skins that you can stretch over an object. HyperNURBS strech over primitives. They can be used to make a simple shape (i.e. a boxy shape with a protruding bottom) into something like a detegent bottle or a milk jub. ExtrudeNURBS also work with primitives, though I've never used them. LatheNURBS take a 2D spline along a single plane (i.e., no movement side-to-side) and wrap it around 180 degrees to make things like cups, lamps, nozzles and other cool things. LoftNURBS take splines in the order that they are dropped into it and form linear shapes. Dragging lots of different shaped circles in a row will make a bumpy cylinder, akin to a lightsaber handle. Most of the ships that I render are made using LoftNURBS as they can make very effective objects, such as detailed nozzle rings, etc. I've come to believe that anything created using a LatheNURB can be created using a LoftNURB. I'm not really sure what SweepNURBS do (never used them). BézierNURBS are basically planes with lots of points on them, so they can be molded quite effectively. Theoretically, a BézierNURB can be used to create ANYTHING you want, though moving points is such a bitch that I rarely ever use this tool either.

      Those are the 6 basic NURB types (at least in Cinema 4D) and what they do. I'm not going to take the time to explain the mathematics that I don't really understand to you. All I know is that they work.

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

    • If you want my advice, I say Bryce 5 is great. I've made some pretty good ships, even better stations. It's easy to use, and can be very powerful, but you have to know what you're doing to get great stuff. The basics, only take minutes to learn though.

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      Apples rock! My two favorite games only work on a mac, EV and ARES.
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