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| | |-+  Idea for UQM
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Author Topic: Idea for UQM  (Read 8543 times)
jaychant
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Re: Idea for UQM
« Reply #30 on: September 26, 2008, 03:01:49 am »

We need some real support if we want this project to become a reality. Otherwise we will have a mountain of ideas and nothing actually getting done.

BTW you can add me to the mailing list.
jaychant@gmail.com

Perhaps we should move all this content to a new thread. It has little to do with the original topic, anyways.
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Zeracles
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Re: Idea for UQM
« Reply #31 on: September 26, 2008, 08:51:43 am »

you could name it project X for all I care
Sorry, project X is already taken Wink
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Glory_device
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Re: Idea for UQM
« Reply #32 on: September 26, 2008, 04:49:17 pm »

X as a variable not as a name...I was more refering to the fact that name doesn't matter for the moment...but for protection ...we will change to project Y!
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Alvarin
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Re: Idea for UQM
« Reply #33 on: September 26, 2008, 08:25:26 pm »

Quote
we will change to project Y!
Heh , I think that ought to be untaken . Thumbs up from me on that one Smiley
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meep-eep
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Re: Idea for UQM
« Reply #34 on: September 26, 2008, 08:54:53 pm »

Now try saying it out loud. Smiley
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Re: Idea for UQM
« Reply #35 on: September 27, 2008, 04:57:16 am »

Honestly, this content needs to be moved to a new thread. The original topic was my idea to make a ship editor, not this.

Also, is there anyone who would be willing to help?

I'll wait for a couple more days, but after that, I don't see the point in waiting anymore.

EDIT: I am officially abandoning the project. Besides, I am much more interested in my active project, Project Bowser.
« Last Edit: September 29, 2008, 03:07:30 am by jaychant » Logged

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Alvarin
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Re: Idea for UQM
« Reply #36 on: October 15, 2008, 06:28:32 pm »

Little update - we are now looking into ways of going forward - I have opted to make ship models of Fimo , having photographic rig with constant lighting and camera position , then rotate the model to needed angle relative to camera centerline .

Here is first shot at it . The model WILL be redone .





If I'll be sometime bored , might go for making SC2 Melee ships in 3D , like in SC3 .


Anyways , so far my limited skills produced SC3 puppets equivalent of the ship .
« Last Edit: October 15, 2008, 06:38:01 pm by Alvarin » Logged
Glory_device
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Re: Idea for UQM
« Reply #37 on: October 15, 2008, 09:23:20 pm »

For my part, as I said to Alvarin, I was quite busy with exam and didn't produce a whole ship. Only spent some time wroking on the technique to rotate and come up with something. Next week I am on a break so I will have time to at least produce one ship.

We will use both method so people will be able to choose in beetween the two model style. I personally like the option that clay can give us
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Alvarin
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Re: Idea for UQM
« Reply #38 on: October 23, 2008, 11:41:03 am »

Seing the model making works , this is the first ship I will start making many angles from .


Original scaled up , model scaled down .

I will have to somehow balance the colours , my model looks blue , even though it is painted black .




While looking for more pictures of the Kohr-Ah , I've stumbled onto SC3 variant and was
not really surprized , when figured that they are using it in reverse .
One more thing SC3 has done  backwards ...
« Last Edit: October 23, 2008, 11:58:57 am by Alvarin » Logged
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