Search - User list
Full Version: Marvelous Machines Entry [WIP]
Root » Work in Progress » Marvelous Machines Entry [WIP]
redaborchardt
checking that the spacing makes sense
redaborchardt
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
Working on some of the smaller bit and bobs that don't require too much detail.
redaborchardt
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
Here is a quick tutorial on how to use Quixel in combination with Mantra.

_Christopher_
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
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
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
This is slowly turning into a digital asset. Next step is to work on the studio environment.
redaborchardt
Scene is completed.
Parameter interface added for easy labeling and switching the wings on and off
redaborchardt
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
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
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
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
check out Constraint Networks
https://vimeo.com/80840429 [vimeo.com]
redaborchardt
Nice! I'll be watching this on the plane tomorrow morning. Thank you very much!
redaborchardt
I have been working on a propeller blade using NURBS. I took the opportunity to make a beginners tutorial on that subject.
redaborchardt
It baffles me that over a hundred years ago somebody could make such a blade out of wood by hand.
redaborchardt
Brief render test to see whether the unfeathering of the propeller blades can be perceived during startup

redaborchardt
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.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Powered by DjangoBB