MMC December '08 - Abandoned

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MMC December '08 - Abandoned // Work in Progress

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Post by robert // Dec 1, 2008, 12:40pm

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Here is my WIP thread, don't expect anything for some time as most my free time will be restricted to weekends, especially with exams coming up days before the deadline.:(


I will, however, post everything here each step along the way. Stay tuned.:p

Post by Breech Block // Dec 2, 2008, 1:39am

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It's great to have you on board robert - best of luck.

Post by robert // Dec 3, 2008, 1:14pm

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It's great to have you on board robert - best of luck.


Thanks Breech.


On a side note if you see something here and it is very similar to someone else's that is purely coincidence as I don't plan on looking at the threads of the others until I finish lest I be influenced.


Anyway on a related note: I will be modeling the following to start with and make it look old and destroyed and abandoned. After that the scene is quite simple, mainly a wall really.;) Once I come up with a texture for the wall I can model it as I need to add damage.:cool:


Stay tuned...


Heh, good luck right?:p

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Post by Breech Block // Dec 3, 2008, 2:46pm

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I've been dying to try my hand at modelling a car for as long as I can remember. So Robert, you have my full and undivided attention on this one.

Post by robert // Dec 3, 2008, 5:18pm

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Well then I'll do extra posts to really show my process then, who knows maybe this may even become a tutorial.:rolleyes::p

Post by Michael // Dec 3, 2008, 9:01pm

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Well then I'll do extra posts to really show my process then, who knows maybe this may even become a tutorial.:rolleyes::p



Oh pleeeaassee! :jumpy::jumpy:

Post by robert // Dec 4, 2008, 12:46pm

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The first thing that needs to be done is split the images up into their respective parts, top, side, back, front. I have the ones attached which I will be using.


I will be modeling to suit my purpose meaning the doors, hood, trunk etc. will be separate objects, and there will be no glass.


I will be taking the box modeling approach and do point edit and mirror modeling. If you aren't sure what these are check out Jack's Organics Course (http://caligari.com/products/trueSpace/ts5/Courses/WorkspaceOrganicModeling1.asp?Cate=Training&Subcate=Fundamental).


I personally will be using the back view as it will help as much as the front view. The planes should be scaled according to the image size, I kept these all similar to make it easy for anyone following closely.


Here is my layout: (even though you can't see the back image I mapped it on the reverse side of the plane with the front one)

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The blueprints won't always match up perfectly, or even as closely as this. That's why it is important while modeling to remember this is just an approximation, how it really looks is up to you.;):D


Updates soon to follow including starting and possibly general tips.:cool:

Post by robert // Dec 4, 2008, 1:02pm

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Just a small teaser of an update with no real value.:p


Here you can see how I used a simple cube and dragged the corners to arbitrary locations on the car. I am also only keeping it on one side (it doesn't matter which you choose as it will finish the same) later I'll mirror it to get it nice and symmetrical.:D


Next I'll be adding some loops and doing some rough defining before going into more detail.

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Post by robert // Dec 4, 2008, 1:30pm

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I started by adding a few loops and dragging the top and bottom point pairs to match the blueprint.

This little walk through is going to have a learning curve, the farther along I get the more work will be done between images/updates.

Eventually, if enough people ask for it, I may make this a video tutorial.

Actually, I'll put up a poll asking if you want a video tutorial about the whole thing, just the vehicle, the scenery, or none.

I suggest waiting to vote until I'm nearly done with this scene unless of course you want the whole scene.
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Post by robert // Dec 4, 2008, 1:42pm

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If you have any questions, comments, or even procedure improvement suggestions, please do share.:)

Post by robert // Dec 4, 2008, 2:59pm

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Here are some links to blueprints: (note, for the first one you have to click blueprints on the left hand menu)
http://www.suurland.com/
http://www.shipschematics.net/
http://www.cloudster.com/Sets&Vehicles/Sets&VehiclesIndex.htm#viper
http://www.bc.edu/bc_org/avp/cas/fnart/arch/default.html
http://www.tutorials3d.com/eng/blu_index.asp

And my personal favorite:
http://www.the-blueprints.com/index.php?blueprints/

This particular site is merely a site with links to other sites and descriptions of what each site contains: (also a favorite)
http://qbranch.cottages.polycount.com/ref_links.shtml

Post by rjeff // Dec 4, 2008, 5:20pm

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See Robert, there is your problem. If it were a Camaro then it would not be abandoned!

Post by robert // Dec 4, 2008, 5:33pm

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See Robert, there is your problem. If it were a Camaro then it would not be abandoned!


Lol, nice, unfortunately even though it may sound like I know what I'm doing I have no idea. I think I keep trying to get into detail too quickly and end up with too much to move around. The next update may be awhile in the coming.:(

Post by kena // Dec 4, 2008, 7:02pm

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Looks liek you are doing a good job. You could very easily get some votes just on the detail of your process on this one. Keep up the reports, and when you do the tutorials on it, you can modify them to make an even better flow.

Post by Steinie // Dec 5, 2008, 3:21am

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A tutorial should be a focus or goal. This challenge doesn't need a tutorial but a WIP. Just make the WIP showing the viewers the pitfalls we can all make or avoid. There is much to learn in a WIP.

A tutorial should really be done after you are experienced with the process. Making a Tutorial is work and this should be "Fun"

Post by Breech Block // Dec 5, 2008, 4:59am

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I think Steinie has hit the nail on the head. I would concentrate on a) getting my scene to look the best that it can. And b) trying to keep the community informed as to my progress via my WIP thread but not at the expense of "a".


If, once I had completed my scene, I felt there was sufficient demand/audience for a tutorial then I could choose to do so. But be warned, from my experience, trying to explain things in a very clear and precise manner so that all levels of users can follow it with ease is a big, big task. And if that wasn't enough work, you might just find yourself running the next MMC as well. :D

Post by robert // Dec 5, 2008, 9:30am

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I think Steinie has hit the nail on the head. I would concentrate on a) getting my scene to look the best that it can. And b) trying to keep the community informed as to my progress via my WIP thread but not at the expense of "a".

If, once I had completed my scene, I felt there was sufficient demand/audience for a tutorial then I could choose to do so. But be warned, from my experience, trying to explain things in a very clear and precise manner so that all levels of users can follow it with ease is a big, big task. And if that wasn't enough work, you might just find yourself running the next MMC as well. :D

That is actually what I was going to do, the scene and everything first, while posting tidbits, ;) and a tutorial after I've completely finished. I just have the poll up now so I don't forget about it, :p and many people get a chance to vote. I am explaining stuff because I'm probably better at that.:o

I noticed what I need to do is move the reference planes around, e.g. the top view needs to go on the floor, the back view on a one-sided plane in the front facing back, and the front on a one-sided in the back facing the front.

After that I need to pay attention to the lines on the blueprint, which ones represent what parts etc. and also not to worry about detail until I have something to put it on. :D I do plan to use SDS so I need to remember to use quads.

I will be doing Habitat for Humanity most of tomorow, so if there seems to be great progress later today and only a little tomorow that's why. Sunday should be free though so hopefully I will have an easily identifiable shape by mid-week.:rolleyes:

After that it will be finalizing and touch up on the car until about the following Monday or Tuesday, then the rest of the scenery: wall, ground, grass, ivy; followed by lighting and texturing for the rest of the week.:cool:

At least I have a sound plan.:)

Post by robert // Dec 5, 2008, 12:41pm

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Here's the new layout I was talking about, since each plane is single sided they won't obstruct the view of any other plane.
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Just in case anyone was wondering I'm modeling a 1967 Ford Mustang Shelby GT500

Post by robert // Dec 5, 2008, 2:19pm

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Here is some progress I made today. I'm not working on the front or back ends yet because the bumper stuff will get complicated quickly. I think I may even make those separate so I can have them like half falling off and such.;)


I noticed when modeling that when I would drag points to approximate locations so the model looked good, then when I checked it lined up quite well with the blueprint; at least I know I'm doing something right.:p:D


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Post by tahnoak // Dec 6, 2008, 1:33am

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coming along nicely.. maybe we should combine scenes and have your Mustang crash through my wall :D

Post by robert // Dec 7, 2008, 1:27pm

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Added a little bit, massive point editing to get it in and looking right. Will add the other intake-like thing on the side then use those extra loops and start defining front and back.

I'm saving the wheel wells for later because I don't want to deal with that at the moment. :D

I think what I'll end up doing is making the hood and doors and trunk on the whole mesh then copy the geometry off before sinking the points to make the hollow car bits.

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Post by Breech Block // Dec 8, 2008, 11:47am

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That's starting to look really neat there, Robert.

Post by robert // Dec 8, 2008, 12:51pm

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Yeah, thanks Breech.
I'm really quite proud of myself.

If I get the scene finished and looking how I want then I'll be quite impressed as I've never attempted something even on as small of scale as this before.
Or rather as large a scale as a car.:p

Post by tahnoak // Dec 8, 2008, 1:23pm

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Yeah, thanks Breech.

I'm really quite proud of myself.


If I get the scene finished and looking how I want then I'll be quite impressed as I've never attempted something even on as small of scale as this before.

Or rather as large a scale as a car.:p


Robert...It is quite an accomplishment. One which you should be very proud of. I am still intimidated by cars, planes, etc..

Post by robert // Dec 8, 2008, 2:21pm

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Robert...It is quite an accomplishment. One which you should be very proud of. I am still intimidated by cars, planes, etc..

Thanks for the kind words. If you can identify what it is about man-made vehicles which you find imposing, then you are one step closer to overcoming it. You have done some pretty great stuff so if you are feeling confident one day you can make something simple like a tower on wheels and then get progressively more complex.;)

Since I'm planning on making a video tutorial that may help with the process as well as how to start since starting seems to be the hardest part for anything.

I found it very helpful to have real photo's of the vehicle on hand as I noticed some things weren't accurately presented in the blueprint, or in some cases even at all. The real photos also helped me to identify characteristics which can't be put in several orthogonal outline images.

Post by robert // Dec 8, 2008, 4:37pm

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Didn't and won't be getting anything done today on account of some math homework, hooray integrals, and having a Spanish test tomorrow.


No big deal though, just thought I'd keep you all in the loop.

Post by Finis // Dec 8, 2008, 4:52pm

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How did this get here? In fact there's an exact replica ...

Several other forums have this same message.

Since TS is free it is free to become a forum member so we will probably see more spam like this.

Post by TomG // Dec 9, 2008, 2:10am

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Total Posts: 3397
My guess is the web page is loaded with a virus, if the same message is being spammed, so I wouldn't click it. Will see to getting these posts, and the user, removed ;)


Thanks!

Tom

Post by robert // Dec 9, 2008, 4:20pm

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New update, the sides are mostly finished now and it's starting to look a lot like a vehicle. :D


Need to do door, hood, trunk area, some detailing between door and tail, both bumpers, light cavities, wheel wells, then hollowing the interior where necessary after separating several components. ;) :p


All things considered that's not too much to worry about, :rolleyes: I'm actually somewhat ahead of where I thought I'd be. :)


When mirrored, to complete both halves, the model contains 679 vertexes/vertices (interesting how both are correct) before adding SDS. http://bestsmileys.com/wow/4.gif


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Post by Breech Block // Dec 9, 2008, 8:29pm

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Looking really good robert and if I squint my eyes I can just see Steve McQueen sitting behind the wheel.


Oh lord, that's torn it. Now this thread will be bombarded with posts about the fact that he actually drove a 1968 Ford Mustang 390 CID Fastback. :rolleyes: :D
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