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Scratchbuilders!: Armor/AFV
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Angles or curves?
YodaMan
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Posted: Friday, August 12, 2005 - 06:20 AM UTC
I'm in the resource gathering phase of building a space cruiser from a computer game. Since it is a game, and the ship is made of polygons - there are no curves on it anywhere.

My question is: Is it easier to work with angles, or curves? (on any subject in general)
matt
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Posted: Friday, August 12, 2005 - 07:50 AM UTC
Angles...... Curves take alot more Finesse to work with.

This is coming from a Draftsman using Unigraphics to make "solid" models for the shop to use for manufacturing parts. Curves are not as forgiving....

IMHO

Ask any Bodyman..... Curves take alot more finesse when sanding too!!!
YodaMan
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Posted: Friday, August 12, 2005 - 07:55 AM UTC
Thanks for the reply, Matt. I'd kind of figured that was the case, but it's good to have confirmation.

This is the subject in question: Vagyr Heavy Destroyer I plan to print up some screenies over the weekend and draw up some measurements - then maybe use some thin strips of balsa wood to make a basic frame and go from there.
GeneralFailure
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Posted: Tuesday, September 06, 2005 - 07:50 AM UTC
Joe,
when you're only trying your first steps in scratchbuilding, your best bet is to stay with angles. Your project looks a goot subject to give it a whirl. Once you got that puppy scratchbuilt and the result looks as good as you hoped it would, you'll get eager to try a curve. But I wouldn't try that in Scratchbuilding 101 class.
Homeworld fan, are you ? Hmmm... The farce is strong in this one !
Uncle Jan
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Posted: Tuesday, September 06, 2005 - 08:03 AM UTC
off course, angles and curves both take their own mathematical approach. For a good curve, you definately need advanced trigonometry

However, since you said you were going to build a space ship, there is no need for curves to begin with.

And, remember, most 3d proggies allow you to redivide and redefine surfaces, smoothing them out.

Have fun
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