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#1 |
Full Access Member
Join Date: Jun 2003
Location: Oregon
Posts: 367
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Well, I know most people don't put things on here to be critiqued until the object is about 80% complete, but I am trying something different.
In and effort to wean myself off of tutorials, and maybe figure out where my gaps are (thus what tutorials I need) I am embarking on an over-ambitious plan to animate a scene of a deep sea sub discovering a shipwreck. I chose the Johson Sea Link as my prototype sub (From Harbor Branch Oceanagraphic) because it was the only sub I could find with extensive photos and material including some technical diagrams, and it is a unique sub. So for you guys that model this sort of thing, how do you start? I'm posting my start... rough box modeling. But as you look at the plastic model, what task do envision modeling this? Weighted subdivision, box modeling, or what? I'm asking you; throw me a bone... as many as you like. My goal is to model it so that it can be completely animated, arm and all. I really want to make this one work. BTW My colors are more like the real thing... the model is a bit off. |
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#2 |
Full Access Member
Join Date: Jun 2003
Location: Oregon
Posts: 367
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Here is a before-bed update. Starting to get some of the structure in.
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#3 |
Moderator
Join Date: Jan 2003
Posts: 1,702
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I think you're modelling is probably similar to how I would approach the subject matter - start off with primitives, then create the extra geometry to make the shape you want. The boolean tool can be quite useful here as well. Looks a good start.
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#4 |
Full Access Member
Join Date: Jan 2003
Location: Ottawa
Posts: 365
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I agree.... bevel-move, bevel-move, smooth shift... Aww crap didn't want that to happen...undo... bevel-move, bevel move...
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#5 |
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Join Date: Jan 2003
Location: Milano, Italia
Posts: 195
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Seems a good start to me, too. Maybe is too early to say but the sphere seems elliptical in the real model.. Anyway I think you can manage it with simple primitives and clever beveling; maybe an inverse IK for the arm animation and just good pivot positioning for the other things
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Everything should be as simple as possible, but not more.. (AE) |
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#6 |
Full Access Member
Join Date: Jun 2003
Location: Oregon
Posts: 367
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Here is the latest off the renderer. The first image took almost an hour. The second, three minutes.
![]() The bubble, (Bucko I know from a schemeatic is perfectly round) is five feet in diameter made of five inch thick acrylic. Two people can sit in it and two in the rear capsule. Anyway, it is getting hader now since I am running low on hard data and will soon need to start fudging connections, hoses and other details, especially inside the bubble. Do any of you have slick tips for control panels and the like? |
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#7 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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For the control panels, as far as is practical, you can probably get away with simple boxes with texture/bump maps applied.
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