redaborchardt
Oct. 30, 2016 11:20:50
checking that the spacing makes sense
redaborchardt
Oct. 30, 2016 12:06:58
Some final tweeks on the shaders to reduce shininess. I think that this completes stage 1 of that component.
Time to revisit the electric motor.
redaborchardt
Oct. 31, 2016 12:07:30
Working on some of the smaller bit and bobs that don't require too much detail.
redaborchardt
Oct. 31, 2016 14:07:14
Someone please shoot me. I just noticed that Quixel can export to the Disney shader!!!!
The heavy iron bit is now a lot better.
redaborchardt
Oct. 31, 2016 18:31:18
Here is a quick tutorial on how to use Quixel in combination with Mantra.
_Christopher_
Nov. 1, 2016 01:14:02
redaborchardt
Working on some of the smaller bit and bobs that don't require too much detail.
I like the worn out cylinder in the top image in post #3, looks authentic.
redaborchardt
Nov. 7, 2016 13:50:59
Due to business travel, I am currently away from my main machine and on a Notebook for the next 2 weeks.
Instead of working on my main scene, I am currently using my time to really learn about shading and texturing in Mantra.
Since it's hard to find free and non-branded shaders balls, I decided to work on my own version. Here is the result so far.
TwinSnakes007
Nov. 7, 2016 15:33:33
Gulp…is that some kinda Mantra erection I see? LOL
I think SideFX should do these every year, I'm finally getting a chance to use all the knowledge I've gained from all those Vimeo tutorials I've watched in '16.
redaborchardt
Nov. 7, 2016 21:06:24
This is slowly turning into a digital asset. Next step is to work on the studio environment.
redaborchardt
Nov. 8, 2016 10:48:52
Scene is completed.
Parameter interface added for easy labeling and switching the wings on and off
redaborchardt
Nov. 8, 2016 11:26:57
Here is the scene and a view of the UV mapping. Feel free to use it.
The ground texture is generated using a COP found in /img
redaborchardt
Nov. 12, 2016 22:00:15
So many aspects to learn and so little time.
Now comes what I anticipate to be the hardest bit of the entire project, which is to build the little latch that holds the top piece in place before it drops.
redaborchardt
Nov. 14, 2016 12:51:04
I have managed to have the animation start at frame 1 by specifying an initial simulation state and the sim is now cached to disk.
The video above has been updated with a 20 second long animation at the end (incl. Timecode) of the display in charge of counting the seconds.
PS: I would encourage you to use the left and right keys to scrub exactly one second back and forth in the Vimeo player at the end.
redaborchardt
Nov. 15, 2016 14:11:52
The wonders of for loops and accessing DOP Geometry using the network:*/Geometry notation
The one thing that I am not satisfied with inside my scene file, is that I had to create the pin constraints using a lot of nodes.
Is there a more elegant way to do this? For loops don't seem to be accessible within DOPs.
goldfarb
Nov. 15, 2016 14:48:41
redaborchardt
Nov. 15, 2016 14:58:46
Nice! I'll be watching this on the plane tomorrow morning. Thank you very much!
redaborchardt
Nov. 20, 2016 12:54:31
I have been working on a propeller blade using NURBS. I took the opportunity to make a beginners tutorial on that subject.
redaborchardt
Nov. 20, 2016 14:13:23
It baffles me that over a hundred years ago somebody could make such a blade out of wood by hand.
redaborchardt
Nov. 20, 2016 21:23:18
Brief render test to see whether the unfeathering of the propeller blades can be perceived during startup
redaborchardt
Nov. 26, 2016 20:43:04
At this rate, I should have the model done by the end of the year. If real life doesn't get in the way, I should be ready to start texturing in January.