Independent Cosmo Navy - BB-03 or our third custom build space battleship ported from SketchUp to Blender.
I ran into some issues with this import, and from what I could figure out on my own, it was a matter of SketchUp never actually joining verticies from polygons together into a true mesh. Instead sketchup places vertex in near proximity to each other but never unifying. I noticed this once, when I got frustrated while attempting to join a loose poly to the rest of the mesh object, and had to zoom.. I mean EXTREME zoom in to force SKP to link the corners together. And now that I think back on it. that would explain my horror each time I import an SKP into Blender to enjoy... SketchUp is so STOOPED and it leaves so many piles of vertices around, that even simple models end up having so called "Duplicate" verticies which need cleaning up in blender. Luckily blender can do this with a few button presses, and the object truly becomes a unified mesh. I think I'd have a headache if it weren't so easy!
Anyway this will end up being my 3rd edit of what I call the Montana, and now that it's in Blender, fixing issues I had with its creation, should* be easy. I say should* because I'm still fairly new to Blender and how it works but I can figure things out as I go.
Fixing the transporter pod on either side of Monty's mixed Magna-Flame/Wave motion gun is top on the list. I will be reverting back to the style I crafted up in https://www.furaffinity.net/view/46291379/ because it looks nicer, and lofting curved shapes with Blender is HECCIN easier than butting heads with SketchUp. 2nd in the list is to loft another hull since this one still clashes with the Wave/Magna gun in the bow. You can still see clipping issues here. 3rd item is to reintroduce the delta wings to Monty, as I had stupidly not backed up that file, or just misplace it somewhere, and it's easier for me just to make new ones in blender.
After all this, I intend to learn how to rig Monty's turrets with bones in blender with reverse kinematics so I can actually pose them and even animate them at some point.
And yes, at some point, I will learn how to UV skin things so Monty will look even better than SKP would let me.
Circling back on a tangent regarding SKP not actually connecting polygons into a unified mesh... That would explain why the Econoline Ford van I pinched from the 3Dwarehouse was so hard to work with, and it may even explain why in Kerkythea my tank-truck model was giving me fits. If verticies aren't actually linked together, that explains why trying to grab the edge of something in SKP takes too many tries to be tolerable... You're NOT actually grabbing the bit you want. You're grabbing a ghost vertex and its connected edge to some other polygon, and SKP is just running in circles!
Okay ramble done... Moving on!
SBB-03 Montana by yours truly, once a sketchup model, is now a BLEND
NezumiYuki
Inspired by Leiji Matsumoto's Uchuu Senkan Yamato
I ran into some issues with this import, and from what I could figure out on my own, it was a matter of SketchUp never actually joining verticies from polygons together into a true mesh. Instead sketchup places vertex in near proximity to each other but never unifying. I noticed this once, when I got frustrated while attempting to join a loose poly to the rest of the mesh object, and had to zoom.. I mean EXTREME zoom in to force SKP to link the corners together. And now that I think back on it. that would explain my horror each time I import an SKP into Blender to enjoy... SketchUp is so STOOPED and it leaves so many piles of vertices around, that even simple models end up having so called "Duplicate" verticies which need cleaning up in blender. Luckily blender can do this with a few button presses, and the object truly becomes a unified mesh. I think I'd have a headache if it weren't so easy!
Anyway this will end up being my 3rd edit of what I call the Montana, and now that it's in Blender, fixing issues I had with its creation, should* be easy. I say should* because I'm still fairly new to Blender and how it works but I can figure things out as I go.
Fixing the transporter pod on either side of Monty's mixed Magna-Flame/Wave motion gun is top on the list. I will be reverting back to the style I crafted up in https://www.furaffinity.net/view/46291379/ because it looks nicer, and lofting curved shapes with Blender is HECCIN easier than butting heads with SketchUp. 2nd in the list is to loft another hull since this one still clashes with the Wave/Magna gun in the bow. You can still see clipping issues here. 3rd item is to reintroduce the delta wings to Monty, as I had stupidly not backed up that file, or just misplace it somewhere, and it's easier for me just to make new ones in blender.
After all this, I intend to learn how to rig Monty's turrets with bones in blender with reverse kinematics so I can actually pose them and even animate them at some point.
And yes, at some point, I will learn how to UV skin things so Monty will look even better than SKP would let me.
Circling back on a tangent regarding SKP not actually connecting polygons into a unified mesh... That would explain why the Econoline Ford van I pinched from the 3Dwarehouse was so hard to work with, and it may even explain why in Kerkythea my tank-truck model was giving me fits. If verticies aren't actually linked together, that explains why trying to grab the edge of something in SKP takes too many tries to be tolerable... You're NOT actually grabbing the bit you want. You're grabbing a ghost vertex and its connected edge to some other polygon, and SKP is just running in circles!
Okay ramble done... Moving on!
SBB-03 Montana by yours truly, once a sketchup model, is now a BLEND
NezumiYukiInspired by Leiji Matsumoto's Uchuu Senkan Yamato
Category 3D Models / All
Species Unspecified / Any
Size 1920 x 1080px
File Size 54.6 kB
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