Bleak Orbital Terminal - WIP Part 4

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Finis
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Re: Bleak Orbital Terminal - WIP Part 4

Post by Finis » 22 Nov 2009, 21:50

How did you make the window parts so that they fit together?
Poor generations growing up in this. They will all be so soft and so breakable. First time they have a flat tire, 9 out of 10 they will end up in a mental institution. -- Barbara4u2c

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marcel
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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 22 Nov 2009, 22:40

It's very simple. Here is an example to model Figure 3.
1 - duplicate A and the cylinder. subtract the cylinder to A. Intersect A and the cylinder.
2 - duplicate A and B. create an other cylinder (or what you want). Duplicate the cylinder (you need 4 cylinder this time). Repeat the step 1 between A and the new cylinder and between B and the new cylinder.
3 - The result: the 4 parts fit togheter. You can repeat this until you have all the parts you need. Remember to duplicate the objects you use before do the bolean operation.
It seem complex but it is very simple with a little practice.
everything I do is always very simple. :)
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broken plane.jpg

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 25 Nov 2009, 18:23

To destroy the windows by starting at the center I use two sphere. The first do the impact. I also put a wall behind the window to prevent debris from returning into the building.
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simulation1.jpg
simulation2.jpg

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 25 Nov 2009, 18:26

The big sphere continue the movment to create the illusion the glass inflates before break. Some pieces of glass in the corners of the window are not affected by the sphere
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simulation3.jpg
simulation4.jpg

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Re: Bleak Orbital Terminal - WIP Part 4

Post by v3rd3 » 25 Nov 2009, 19:50

Marvelous Marcel..... wow... almost a T-Shirt logo in the making.... :D

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 25 Nov 2009, 20:43

thank v3rd3.
To hold the pieces of glass near the edges of the window, the glass is sandwiched between two frames with a small space so they can move slightly but not separate from the frame.
soon, animation accentuate the effect with motion blur. Then I'd do a few micro debris and a flash with post process. The sound will be fun to do.
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test0.jpg
test1.jpg
test2.jpg

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Re: Bleak Orbital Terminal - WIP Part 4

Post by LeonRegis » 25 Nov 2009, 20:57

Am I already said that you are a master? :lol:
Be the change you want to see in the world. - Mohandas Gandhi

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 25 Nov 2009, 21:09

i don't think so. :mrgreen:
the best leg length is when the feet touch the ground. That's my philosophy.
My next effect for the animation will make the water that flows between objects. Yes, we can do this with TrueSpace modelside! ;)

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 26 Nov 2009, 17:50

The animation of broken glass with sound. the little fragments are created by post process. I think to do several scenes like this and each scene will be faster than the previous.
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broken_glass_sound.zip
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Re: Bleak Orbital Terminal - WIP Part 4

Post by Breech Block » 11 Feb 2010, 04:57

I have really enjoyed following this thread and seeing your amazing tornado in action, something that has been on my own To Do list ever since seeing Twister starring Bill Paxman and Helen Hunt. So this has ben a fantastic inspiration for me. Are there any updates for this great thread?

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