BOOMER opened this issue on Nov 18, 2003 ยท 22 posts
BOOMER posted Tue, 18 November 2003 at 4:42 AM
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
Rayraz posted Tue, 18 November 2003 at 4:55 AM
"Hey, next time I say I'm going to model something of this magnitude, can somebody just bash me in the head repeatedly until I come to my senses?" Don't count on it lol, I like this model :) if you have more ideas like this that's only a good thing :)
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Elantriell posted Tue, 18 November 2003 at 5:16 AM
That's a really cool modeling work, cant wait to see the textured version.
Flak posted Tue, 18 November 2003 at 5:23 AM
That is really coming along nicely. Can understand your pain at those bloody railings.... thats why I stick with castle walls ;). This is going to look pretty good sitting above a stormy sea or something :)
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RodsArt posted Tue, 18 November 2003 at 7:24 AM
Boomer you are a true roughneck, definately a daunting task. btw, I wouldn't smack a guy that works on one nevermind a guy that built one. ;)
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TheBryster posted Tue, 18 November 2003 at 7:35 AM Forum Moderator
This is coming along great! Can you post a reference pic...for comparison? (Or is this all out of your head?
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redneck posted Tue, 18 November 2003 at 9:33 AM
One solution for those millions of railing posts: Instead of making posts and rails, create, say, a thin vertical box representing the railings (one on each side of a stairwell). Make this positive. Then create two thin boxes and make them parallel to the angle of the stairs. Make these intersect and group them with the vertical boxes. Now you have the railings. You can then use multi-replicate to make thin vertical boxes going across the stairs, which when made intersect will look like posts. This will reduce your object count by at least half.
redneck posted Tue, 18 November 2003 at 12:13 PM
In this image, I show a simple stairway on the right. On the left, in rose glass, are the intersects for the railing posts. The second from the left shows in green glass the posts and rails, which would be positive. Group the positives and the intersects (and change the materials) and you get the post and rails seen in the third from left. This is much easier to do than making individual posts and rails.
redneck posted Tue, 18 November 2003 at 12:18 PM
In this image, the top elements represent the intersect as well as a slightly smaller negative object. In the center you see all the posts and rails. When you group all these, and change the material, you get the posts and rails seen at bottom.
This technique is extremely versatile. For example, all your rails for a given deck level can be defined by only two objects, no matter how complex the external contours are of the deck.
redneck posted Tue, 18 November 2003 at 12:55 PM
BOOMER posted Tue, 18 November 2003 at 2:15 PM
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
GROINGRINDER posted Tue, 18 November 2003 at 2:24 PM
I sure hope you got those posts textured BEFORE you started duplicating them. Or at the very least assigned to the same group. It is coming along beautifully.
Quest posted Tue, 18 November 2003 at 5:55 PM
Boomer, this is coming out really great! I'm sure this is going to look awesome, even more than now, with textures in place. Really looking foreward to the finished product. Redneck, thanks for the tuts, nice job on presentation too!
TheBryster posted Tue, 18 November 2003 at 8:10 PM Forum Moderator
Boomer: Thanks for the ref pic.......You've certainly got it covered....!
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
Anthony Appleyard posted Wed, 19 November 2003 at 3:02 AM
WOW!!!!!
BOOMER posted Wed, 19 November 2003 at 3:43 AM
Thanks for the support, guys. Means a lot. I'll post another progress image when I make some headway.
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
redneck posted Wed, 19 November 2003 at 8:57 AM
The first step is to work out the dimensions. Personally, I have developed a scaling system to ensure that everything I model is at the correct size, and it is based on the size of an average human (in my case, 1 Bryce Unit (BU) = 10cm so that a human is 17.5BU tall; this would be too small a scale for what you are doing, but you still need to settle on to a single, fixed conversion). I eyeballed the sample you posted and played around moving some objects around before I finally worked out the dimensions and got to work.
All the rest of the objects are positive.
Add two horizontal plates. The lower one will be turned on its Z axis to become a diagonal brace; the upper one will stay as it is as a horizontal brace. Make them different families (colors) so you can easily select one or the other. Multi-replicate them 12 times, moving up on the Y axis.
The time-consuming part is to go in by hand and rotate all the diagonal braces on their Z axis. You have to do this by hand because each rotation is different owing to the shape of the pyramid. Every time you rotate a plate, dupe it and then open the attributes menu and reverse the Z rotation (ie, change -34.00 to 34.00).
Once you have done all the front and back diagonals, select them all (using the family select), dupe them, group them, then rotate the group 90 degrees on the Y axis. Voila, all your diagonals are done.
For the corners, you just need to make a thin panel that extends the length of the tower. Rotate it 45 degrees on its Y axis. Dupe it and change the Y rotation to -45 degrees.
Select everything, UNGROUP to make sure you don't have any unnecessary groups, then group them all to get this tower.
You can do the same thing with the crane derricks, except they will be even easier since they aren't pyramid shaped (all the diagonals are the same angle, etc).
BOOMER posted Wed, 19 November 2003 at 2:54 PM
This looks like it could be a real time saver. Thanks, redneck. I'm going to give it a whirl and see how it goes. Nice tut. You should write them more often. John
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
redneck posted Wed, 19 November 2003 at 3:31 PM
Attached Link: http://www.employees.org/%7Eredneck/graphics/torus_tutorial.htm
I've only done one other tute, but it covers a lot of ground and may be useful for what you are trying to do. It's at the link above.danamo posted Wed, 19 November 2003 at 11:38 PM
Very cool! I've never tried to use intersection much before. This method shows a lot of potential.
danamo posted Thu, 20 November 2003 at 1:50 AM
Whoops, oh by the way Boomer, that is a incredibly complex looking model you got going there. Excellent work, and I'll bet you had a blast doing it.
Anthony Appleyard posted Thu, 20 November 2003 at 1:57 AM
With something complicated and regular like that tower, I would probably have written a program in C++ to output the mesh. I started computing in an age when (all the students that used computers) were taught how to write programs.