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-   -   List of objects for WIP maps: 3rd party contributors welcomed (http://forum.fulqrumpublishing.com/showthread.php?t=229619)

Spudkopf 02-26-2016 07:35 PM

Quote:

Originally Posted by Sita (Post 712486)
don't hurry ...

need map and paint first lod .... as i say already ... for now it's double work ...

.....sorry was not trying to jump the gun here, the above double work was just more modelling skill practice on my part, as I'm just making sure that I have the lod creation techniques established and locked away and refining my work flow process, agiain sorry for causing any concussion.

Sita 02-26-2016 07:44 PM

ok ok))

Pursuivant 02-27-2016 07:03 AM

Quote:

Originally Posted by Spudkopf (Post 712478)
It may seem fast, but I'm still only running at not even a 100th of the speed that you can work, however a key to my apparent speed is my use SolidWorks (SW) to do a lot of the grunt design work before dragging it into the time sucking black hole that is Max, even the above square pen was made easier by creating a model in SW that was then imported into Max, this I could then use as a template to adjust the existing V shaped pen's vertices.

Given that SW is probably the better 3D design program, your workflow makes loads of sense! There's loads of animation and rendering stuff in 3ds Max that's overkill for static objects.

Spudkopf 02-28-2016 11:08 PM

U type revetment of mixed construction - stone rear wall, rubble/cement filled drums for the sides walls and with rammed earth/rubble back fill.

https://fbcdn-sphotos-a-a.akamaihd.n...02486426_o.jpg

May be to many polys though?

_1SMV_Gitano 02-29-2016 11:40 AM

If poly count is a problem, stone or earth walls may be a safer solution. By the way, as pointed out by Pursuivant, we already have a big U/square revetment (it takes a B-24 easily). A medium sized one for could fill a gap, taking the Wellington or the B-25 as reference.

Pursuivant 02-29-2016 06:17 PM

Quote:

Originally Posted by _1SMV_Gitano (Post 712517)
If poly count is a problem, stone or earth walls may be a safer solution. By the way, as pointed out by Pursuivant, we already have a big U/square revetment (it takes a B-24 easily). A medium sized one for could fill a gap, taking the Wellington or the B-25 as reference.

For a specifically Maltese object, compare it against an A-20 (standing in for a Baltimore), Beaufighter, Beaufort, Mosquito, or Wellington, since all those types were used on Malta.

There are some good pix of "just stone" square revetments on Malta containing some of the types of I've mentioned, here:

https://www.youtube.com/watch?v=ds3GC_zxWfE

Spudkopf 03-01-2016 03:26 AM

Quote:

Originally Posted by _1SMV_Gitano (Post 712517)
If poly count is a problem, stone or earth walls may be a safer solution. By the way, as pointed out by Pursuivant, we already have a big U/square revetment (it takes a B-24 easily). A medium sized one for could fill a gap, taking the Wellington or the B-25 as reference.

Sorry been a tad busy today, but the above is WIP, Did some modelling this morning but as I was trying to be a little inventive, I ran into a surface issue that I was unable to solve in SW, ironically though it should be relatively easy to fix in Max. Will post an image later this evening.

Spudkopf 03-01-2016 08:35 AM

Just toying around with some ideas for a medium sized U type stone revetment, partially inspired by shots from Malta.

https://scontent-lax3-1.xx.fbcdn.net...75794114_o.jpg

https://scontent-lax3-1.xx.fbcdn.net...07453295_o.jpg

Also from the same Google search.......

https://upload.wikimedia.org/wikiped...45._CM5685.jpg

Spudkopf 03-01-2016 07:59 PM

Plan "B"

A cornerstone (pardon the eventual pun) of SolidWorks training is the term design intent, in other words your design should always be built with the end result in mind.

After having to wrestle the existing medium U type model in Max I decided to go back and redesign the model from scratch keeping the ultimate destination of the file in mind, I abandoned my usual design practices and focused on building the model as if I was using Max.

I also decided to abandon the poly hungry end caps I'd been toying with for a less ambitious, but yet still quite effective (IMO) lower poly count treatment.

Of course the true test of this technique will be when I import this new model into Max tonight, if successful though, I plan to utilise the same method on the small U and large C type revetments designs.

https://fbcdn-sphotos-g-a.akamaihd.n...30218371_o.jpg

https://scontent-syd1-1.xx.fbcdn.net...70407244_o.jpg

Spudkopf 03-02-2016 02:52 AM

Revised C type.....

https://scontent-syd1-1.xx.fbcdn.net...9b&oe=5769B834

Here's a perspective front on view mocked up in Photoshop, as I'm now only designing 1/2 of of each structure.

https://scontent-syd1-1.xx.fbcdn.net...05168319_o.jpg

Spudkopf 03-02-2016 09:13 AM

Both models came into max far easier than past models, so the extra effort spent building the SW models seems to be paying off (an ounce of prep' as they say), below is the medium U type now in max and ready for the next stage:

https://scontent-lax3-1.xx.fbcdn.net...05016830_o.jpg

The C type being a more complex item came in quite well, I only found the one easily fixed tear, which is quite remarkable seeing how many trim operations I did in SW, to get to the end model, however I'm not entirely happy with the shape of the rammed earth surroundings yet and want to tweak it a tad more in SW tomorrow.

Spudkopf 03-03-2016 08:22 PM

Latest revision of C type........


https://scontent-syd1-1.xx.fbcdn.net...93383640_o.jpg

_1SMV_Gitano 03-04-2016 08:27 AM

Nice!! I'm looking forward to have these into the game and use them :)

In the meantime, I working on the extended Tunisia map template. When I feell it worth showing something I will open a new thread with dev updates for that map.


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