Subject:
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Re: Constraints can make a better MOC (Re: New web page)
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Newsgroups:
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lugnet.build, lugnet.general
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Date:
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Wed, 11 Aug 1999 00:08:56 GMT
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Viewed:
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85 times
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In lugnet.build, Paul Baulch writes:
<snip>
> Yes, those are old hull pieces from #315 Container Ship. Believe it or not,
> they were a primary motivation behind the whole spaceship (that, and the
> engines). I looked at them and thought, "you know, they're whopping great
> fuel tanks". Sometimes pieces aren't really useless, one's just not being
> imaginative enough about what they could be. Also, the construction directly
> exploits the fact that they're broken - I regard this as quite reasonable,
> unfortunately it's not friendly to anyone who would want to copy it
> (although in this case it's easy to work around), and presumably it's not
> friendly to LDraw (or does LDraw allow pieces to overlap?).
LDraw doesn't care where you put things. Purists do :-)
> Over the years I have found that my favourite designs come not from an
> over-abundance of good pieces in general, but rather from A) a desire to use
> the limited amount in as good a way as possible; and B) a desire to use
> unusual pieces that just don't get used enough. It's these constraints,
> necessities and other limitations that lead to more novel designs IMO.
Agreed. That can have and/or lead to rather interesting creations because you
have to study the parts and how they relate. Such knowledge is quite valuable
when you want to sit down and build "anything". Often the result is similar
when you try to make models smaller too. Making a small model do everything a
big one does can be quite a fun challenge.
> Of course, replicas are somewhat different - if you're making Sears Tower,
> you're gonna _want_ ten thousand windows..... :)
I'm not making that tower, but I want the windows anyway ;-)
-Tom McD.
when replying, fragranced spamcakes can be used in urinals for freshness.
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