Wow! Mad Mouse, it looks like you have managed to raise the quality and detail of your work to another level, again. C'mon, play fair, lets some of us try and catch you up.
I know your after some crits, but I just can't find any, it just looks totally awesome.
That said, if your after a comical look, you could always give the guy some goggles and a little helmet with some wing mirrors bolted on the side.
Other than that, can't wait for you start texturing this baby.
The Tortoise and the H' Air
- Breech Block
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- Mad Mouse
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Re: The Tortoise and the H' Air
That said, if your after a comical look, you could always give the guy some goggles and a little helmet with some wing mirrors bolted on the side.
Thanks Breech, I did consider something similar but decided to go for a more realistic look.
Other than that, can't wait for you start texturing this baby.
Me to
The cylinders (actuators) can not rotate the wheel when the axis is aligned with the center. should be a counterweight on the wheel and ensure that both cylinders have not the same position on each wheel (like the pistons of an engine). My counterweight is not aesthetic but it is to show where it shoulb be.
Good point Marcel. Hows This one?
It was always my intention to offset the position of each wheel for the final renders.
The cylinders are also 'double acting' i.e. they push as well as pull.
I hope that's better.
Thanks
Steve
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Re: The Tortoise and the H' Air
That looks a lot like the ZBrush default shader.
So there is a fixed amount of water and it cycles around then?
The only thing I see that could be different is the rear axle, it looks like you could at least keep the little turtle tail.
Also, once it gets going the legs are going to be in the way and cause some problems, maybe some pads on the "elbows" to skid at higher speeds.
So there is a fixed amount of water and it cycles around then?
The only thing I see that could be different is the rear axle, it looks like you could at least keep the little turtle tail.
Also, once it gets going the legs are going to be in the way and cause some problems, maybe some pads on the "elbows" to skid at higher speeds.
If you see a zukazamme it's probably me.
The thing about finding the truth is you first have to find who's hiding it.
Flow looks good, and it is important.
Logic, mathematics, and science let you see through the grime.
The thing about finding the truth is you first have to find who's hiding it.
Flow looks good, and it is important.
Logic, mathematics, and science let you see through the grime.
- spacekdet
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Re: The Tortoise and the H' Air
Lubrication is important.
Don't forget the zerk fittings.
Don't forget the zerk fittings.
Re: The Tortoise and the H' Air
Curious. I have always wondered how guys like you were able to get your pipes to curve along the surface of, in your case the turtle like that? I can't seem to get mine to look that good.
- Mad Mouse
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Re: The Tortoise and the H' Air
That looks a lot like the ZBrush default shader.
Looks like it but it's actually a screen grab from Silo. I made a shader that emulates the Zbraush one as I find it easy on the eye when modelling.
So there is a fixed amount of water and it cycles around then?
No just one boiler full at a time. The return pipes at the back are really just exhausts. Although your comment has made me realise that I haven't modelled a filler plug .
I disagree that the legs will get in the way but he will have to get a move on at full steamonce it gets going the legs are going to be in the way and cause some problems, maybe some pads on the "elbows" to skid at higher speeds.
Don't forget the zerk fittings.
Well I've learnt something there. Never heard of Zerk fittings before.
I have always wondered how guys like you were able to get your pipes to curve along the surface of, in your case the turtle like that?
Personally I stated with a lower res cylinder at the valve (8 edges) then I just extrude and adjust each section to follow the curves of the shell (lots of tweaking) then when I've got it about right a couple of levels of subdivision will smooth the pipe off. There's probably an easier way but it works for me.
Re: The Tortoise and the H' Air
Well and here I though you had some trick up your sleve that I did not know about. That is how I attempt to do it as well.
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Re: The Tortoise and the H' Air
"Good point Marcel. Hows This one?
It was always my intention to offset the position of each wheel for the final renders.
The cylinders are also 'double acting' i.e. they push as well as pull."
With the "push and pull" and offset the position of each wheel, maybe it is not necessary to add a counterweight. But i prefer the new asymmetrical design. And it would be better if you do animation later. (with smoke and sound )
It was always my intention to offset the position of each wheel for the final renders.
The cylinders are also 'double acting' i.e. they push as well as pull."
With the "push and pull" and offset the position of each wheel, maybe it is not necessary to add a counterweight. But i prefer the new asymmetrical design. And it would be better if you do animation later. (with smoke and sound )
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
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Re: The Tortoise and the H' Air
Wow Mad Mouse
Very impressive and imaginative work. Thanks for this thread very inspiring.
Very impressive and imaginative work. Thanks for this thread very inspiring.
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Re: The Tortoise and the H' Air
Thanks DanX I appreciate that a lotWow Mad Mouse
Very impressive and imaginative work. Thanks for this thread very inspiring.
Well here's the first of the texture W.I.P.'s. It's taken a while as I started with the tortoise skin but found I was struggling a bit to get it just right so I took a break and textured the boiler instead. Obviously no textures on the pipework yet. As usual I've over done the detail, a lot of which will be lost when seen in the final render, but its nice to know its there
Comments and crits are most welcome.