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Old 11-20-09, 01:14 PM   #91
AVGWarhawk
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Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?
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Old 11-20-09, 02:16 PM   #92
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Quote:
Originally Posted by AVGWarhawk View Post
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?
Dont know yet. Propably nothing. The only reason I started doing this was because I think it's easier to get used to modelling by doing a "complete" project instead of replicating stuff you see in tutorials.
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Old 11-21-09, 10:26 AM   #93
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Quote:
Originally Posted by AVGWarhawk View Post
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?
I don't think it can be used for much with the amount of polys Dowly is speaking of.
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Old 11-21-09, 11:22 AM   #94
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I don't think it can be used for much with the amount of polys Dowly is speaking of.
I've managed to tone down the polygons quite abit. Now the total of both tracks together is somewhere around 2.7 million in subd and without subd 600k or so.
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Old 11-21-09, 04:11 PM   #95
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Today I took a break from penguins and made a Wright Twin Cyclone 14 R-2600.

Still a WIP, but I'm not making it as an engine display.
No materials/textures yet.


Good job with the Tiger Dowly.
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Old 11-21-09, 04:19 PM   #96
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@letum -- VERY nice .... wondering what techniques you used to assemble the bits .... barely needs any texturing I'd say, just a nice metallic surface ... poly count?
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Old 11-21-09, 04:49 PM   #97
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Cheers.
The only mildly complex bit was the heat sink fins on the top of the
piston heads. First I polly modeled the basic shape. It quickly became
apparent that it was going to be impossible to model such complex fins
so I used a displacement map instead. It still needs work; some of the
fins should be longer, some shorter.

The gearbox is a polly modeled sub-D. Tubes are all splines and the
lower part of the cylinders are lathed splines.

I could get away with chucking some metallic surfaces at it, but I need
the practice texturing and the result is always better. Besides, Textures
are fun.

It's all 21st century Airfix.

165,418 Pollys total so far, but the render engine adds a few more
when it calculates the displacement maps.

First textures underway:


If anyone is interested at taking a look I can box it all up as a .obj or Max9 scene.
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Old 11-21-09, 05:02 PM   #98
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Wow..

I have a lot to learn with MAX. Syaing tha I am chugging away with version 4.2

Fingers crossed work will get me Solidworks and a beast to run it on.

Anyway after I have finished making my kit Kilo, I'm going to use it to get some sizes and then make a new 3D one in MAX.
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Old 11-23-09, 01:05 PM   #99
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Getting to know the Modo's animation tools.
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Old 11-23-09, 06:38 PM   #100
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like the creative use of disp-map .... i was thinking an object array with a scale-curve applied along the z axis ..... disp-map prolly results in fewer polys and cleaner workflow tho.
I use blender, haven't been in max in YEARS

good stuff

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Old 11-23-09, 07:47 PM   #101
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Want to know the sad part? That's no displacement map, but one segment of the tread constrained to a curve, which I then duplicated 95 times and offset them... by hand.

Buuut I got enough of the animation stuff for today, so here's quick shot of the arse-end of the King Tiger.
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Old 11-23-09, 07:52 PM   #102
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nice work dowley, as always. yer one helluva poly-pusher!!!
re: disp-map ... I shoulda been more specific ... posted @letum actually

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Old 11-23-09, 08:55 PM   #103
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Quote:
Originally Posted by artao View Post
re: disp-map ... I shoulda been more specific ... posted @letum actually

Ah, roger that.
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Old 11-23-09, 09:10 PM   #104
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Very good dowly.
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Old 11-24-09, 12:14 AM   #105
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Quote:
Originally Posted by artao View Post
like the creative use of disp-map .... i was thinking an object array with a scale-curve applied along the z axis ..... disp-map prolly results in fewer polys and cleaner workflow tho.
I use blender, haven't been in max in YEARS

good stuff

-


I see where your coming from and I would have loved a polly solution
just because I like to work with real objects, but the fins are just far
to complex. Take a look at my refs; it's a nightmare.

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