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Armand’s machine powered space dockyard

 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Mon Jan 06, 2014 9:01 pm 
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Hmm, possible, but the thing is that the barrels of each of those weapons has a diamater of little more than 1mm, putting connectors on them and such would be way too small. Makes me wonder how big of a problem the undercut would be at that scale.

But then again, making a new version might not be such a bad idea, but first I wanna finish this one before I start on version 3.0! :D

Oh yeah...sorry for deviating your topic too much! :P

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Mon Jan 06, 2014 9:04 pm 
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No problem! We're still talking spaceships after all! :)

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Mon Jan 06, 2014 9:21 pm 
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Armand wrote:
Jimmy, endure some more, there will be definitely more mind-defying endeavors on that front! (ok, I'll see myself out....)

I'm not sure what you mean about the tower, is is about the stability of the piece, or did I inadvertently put some weird symbolism on the model?



Yes! :) Shooty and zappy and launchy versions (technical terms all) are awesome!

See this image image for what I mean. I think that overhang is going to be brittle in real life. I'd attach it direct to the hull where the yellow block of doom is indicated.
Attachment:
Untitled.png
Untitled.png [ 86.58 KiB | Viewed 3042 times ]

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Tue Jan 07, 2014 1:12 am 
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I'm w/ Jimmy. I'm not sure it will be a sturdiness issue, but it definitely looks weird to the eye.


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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Tue Jan 07, 2014 10:19 am 
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Ok, I'll try to change it this evening as I get home!

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Tue Jan 07, 2014 7:34 pm 
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Hey everyone, here's the updated light cruiser!

Attachment:
Space Merchant light cruiser Revised A.jpg
Space Merchant light cruiser Revised A.jpg [ 184.25 KiB | Viewed 3002 times ]


And back view:

Attachment:
Space Merchant light cruiser Revised B.jpg
Space Merchant light cruiser Revised B.jpg [ 232.05 KiB | Viewed 3002 times ]


What do you guys think?

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Tue Jan 07, 2014 7:57 pm 
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i can work with that

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Wed Jan 08, 2014 7:11 pm 
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Glad you like it! (...tolerate it?) ;)

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Thu Jan 09, 2014 4:58 pm 
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Today I received a small shipping of your great ships :)

Especially the Revenge Custom Grand Cruiser looks menacing and truly epic. Unfortunately some essential parts of the ship are missing, so I hope Shapeways reacts fast to my message...

Pics will surly follow on my blog!

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Thu Jan 09, 2014 5:08 pm 
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I'm sorry about that! Can you tell me which parts are missing? I might make some inquiries on my side to speed the process up...

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Sun Jan 12, 2014 3:21 pm 
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By the way, I assume you also make your models using SketchUp, what software do you use to convert to stl, and what do you use to close the gaps/repair the model? I've been using CADspan and Netfabb myself, but I notice it sometimes closes down certain parts that I want to remain open (which aren't gaps in the model), and more detailed models tend to be impossible to add multiple ones. So I'm kinda searching for another solution to make it possible. :)

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Sun Jan 12, 2014 3:57 pm 
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Hey there!

To convert files in .stl format I use Meshlab, while to check if models are two manifold (I think this is what it's called...) I use Accutrans 3d.

It doesn't correct the problems, but it shows me where they are, and then I correct them by hand... This way I can have complete control on what gets "fixed" and what doesn't!


By the way, here's my latest endeavour, a space merchant light cruiser!


Attachment:
Space Merchant Light Cruiser A.jpg
Space Merchant Light Cruiser A.jpg [ 208.06 KiB | Viewed 2890 times ]


Attachment:
Space Merchant Light Cruiser B.jpg
Space Merchant Light Cruiser B.jpg [ 200.29 KiB | Viewed 2890 times ]



Now I have a question for you guys, if I were to make a carrier version of said light cruiser, would you prefer its prow to be armed with two lances (as per the original ship specifications), or armed with two torpedoes + weapon battery (like the other light cruisers, as per the Revised specifications)?

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Sun Jan 12, 2014 5:52 pm 
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Silly person, both :P
Lances for me however

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Sun Jan 12, 2014 7:41 pm 
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Quote:
To convert files in .stl format I use Meshlab, while to check if models are two manifold (I think this is what it's called...) I use Accutrans 3d.

It doesn't correct the problems, but it shows me where they are, and then I correct them by hand... This way I can have complete control on what gets "fixed" and what doesn't!

So you fix every tiny hole one by one? Does Accutrans do that? Also, is Accutrans free?

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 Post subject: Re: Armand’s machine powered space dockyard
PostPosted: Sun Jan 12, 2014 8:31 pm 
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jimmyzimms wrote:
Silly person, both :P
Lances for me however


You mean something similar to this, then? ;)

Attachment:
Space Merchant Indomitable A.jpg
Space Merchant Indomitable A.jpg [ 188.06 KiB | Viewed 2870 times ]


malika2 wrote:
So you fix every tiny hole one by one? Does Accutrans do that? Also, is Accutrans free?


They are both free; Accutrans only points out the problems, I fix them myself... I don't find many holes, though, perhaps one every couple of models; mostly it's gaps that come put when I use the push\pull tool....

One thing that I found very useful in avoiding holes\similar problems is never using the "Intersect faces with model" command, I had way too many components that I had to start from scratch because they were too messed up by that command...

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