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Found some time at last to get back to this model again.
So far, I've been able to stick to solid CSG modelling.
The boiler fairing was quite straightforward as expected, being
basically just a spline lathe. The firebox fairing is a spline prism
(actually two copies tilted a bit along the boiler axis) and to my
surprise fits snugly with the lathe.
The smokestack is a blob construct; the upper rim turned out differently
than planned, but I think it's perfect as it is. I'm a bit worried
though whether I can use the same approach for the steam dome and sand boxes
Boilerplate "decoration" is just a bunch of rounded boxes and -cylinders.
Well, still a long way to Tipperary...
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Attachments:
Download 'steam.png' (709 KB)
Preview of image 'steam.png'
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clipka wrote:
> Well, still a long way to Tipperary...
...crossin' some plains?
-Ive
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clipka <ano### [at] anonymousorg> wrote:
> Found some time at last to get back to this model again.
>
> So far, I've been able to stick to solid CSG modelling.
>
> The boiler fairing was quite straightforward as expected, being
> basically just a spline lathe. The firebox fairing is a spline prism
> (actually two copies tilted a bit along the boiler axis) and to my
> surprise fits snugly with the lathe.
>
> The smokestack is a blob construct; the upper rim turned out differently
> than planned, but I think it's perfect as it is. I'm a bit worried
> though whether I can use the same approach for the steam dome and sand boxes
>
> Boilerplate "decoration" is just a bunch of rounded boxes and -cylinders.
>
> Well, still a long way to Tipperary...
Cool work from what I can see.
Perhaps test render in a flat white texture so it's easier to see details.
-tgq
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Ive schrieb:
>> Well, still a long way to Tipperary...
>
> ...crossin' some plains?
Absolutely :-)
Though they won't be this green...
I even got a perfect-fit quote from the book.
BTW, the steam dome and sand box "humps" were actually easier than I
would have thought. Not exactly to the blueprints, but could you tell?
(For some reason though they remind me of German WWII helmets :-P)
I was really worried about those; now that I got them, I'm confident
that I'll indeed be able to make it an all-CSG object.
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Attachments:
Download 'steam.png' (455 KB)
Preview of image 'steam.png'
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Trevor G Quayle schrieb:
> Cool work from what I can see.
Thanks - though such things are usually supposed to be steaming hot :-)
> Perhaps test render in a flat white texture so it's easier to see details.
Well, I didn't want to bore you, but since you ask for it... I think the
black version is more impressive though ;-)
(BTW, someone knows how to get rid of the artifacts at the smokestack?)
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Attachments:
Download 'steam.png' (492 KB)
Preview of image 'steam.png'
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clipka schrieb:
> (BTW, someone knows how to get rid of the artifacts at the smokestack?)
Ah well, never mind...
(Lesson learned: When punching a hole into a blob with a smaller but
stronger blob, make sure that it leaves a substantial wall thickness... >_<)
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Looks great so far.
Question for you, how do you control blobs into such a defined shape? =) I
always considered them limited to "organic" shapes and myself have virtually
never used them. But with what you are doing, they look quite powerful.
I applaud your detail and devotion to an sdl-only model. I'm trying to keep my
in process IRTC entry sdl and I sometimes think that whipping out the 3D modeler
would make some things a lot easier. There's something magical about a detailed
complex model that is built using pure sdl.
clipka <ano### [at] anonymousorg> wrote:
> clipka schrieb:
> > (BTW, someone knows how to get rid of the artifacts at the smokestack?)
>
> Ah well, never mind...
>
> (Lesson learned: When punching a hole into a blob with a smaller but
> stronger blob, make sure that it leaves a substantial wall thickness... >_<)
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P Brewer schrieb:
>
> Question for you, how do you control blobs into such a defined shape? =) I
> always considered them limited to "organic" shapes and myself have virtually
> never used them. But with what you are doing, they look quite powerful.
I'm not sure yet. I'm still learning (you might also say "toying around").
One thing I did was write macros to get a different parameterization for
the blob components. As my initial goal was no more than to get a
rounded transition between cylinders, I wrote blob macros that allowed
me to specify the "idle" radius of the blob component (i.e. the radius
it will have when not anywhere near another component) and the distance
from its "idle" surface to its limit of influence (to directly control
the size of the transition region).
Apparently this must be a quite intuitive blob parameterization scheme,
as I'm surprised myself how quickly I got good results not only for the
smokestack, but also for the sandboxes, by basically just experimenting
with the parameters.
> I applaud your detail and devotion to an sdl-only model. I'm trying to keep my
> in process IRTC entry sdl and I sometimes think that whipping out the 3D modeler
> would make some things a lot easier. There's something magical about a detailed
> complex model that is built using pure sdl.
Well, actually I'm more of a mesh-model person normally, using SDL only
for quite simple models. And usually I don't even model the mesh objects
from scratch, but just customize 3rd party models to fit my needs.
In this case, however, I feel that I'd be lost with this approach,
because I expect to need a close-up of the engine, at a detail level
that a pre-fabricated mesh-based model could probably provide only at a
humongous polygon count.
I might have attempted to try selectively adding detail to an existing
mesh model in the areas I intend to show close-up - but here's another
problem: I'm not really sure yet what perspective to settle on. And
given the highly technical, non-organic structures of a steam engine,
being basically an assortment of cylinders, pipes, bars and bolts, I
figured it would actually be easier to pull this off using CSG.
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Growing a chassis...
Problem #1 that had to be solved: Develop a framework to generate nicely
beveled prism-like objects.
I wasn't sure whether I could pull this off by combining sphere_sweep
and prism objects in some mathematically smart manner, so I ultimately
settled for a nice framework to specify polygons with basically linear
outline, but rounded off at the vertices with circular arcs of arbitrary
radius. This also makes the whole thing easier to control.
The downside is that the heavy use of CSG already starts taking its toll
on rendering times, so I needed a quality parameter to switch beveling
off for quick test renders.
Problem #2 to overcome: Decipher the blueprints. (fortunately I do have
some at all :-))
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Attachments:
Download 'steam.jpg' (80 KB)
Download 'steam_1.jpg' (55 KB)
Download 'steam_2.jpg' (51 KB)
Preview of image 'steam.jpg'
Preview of image 'steam_1.jpg'
Preview of image 'steam_2.jpg'
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Impressive and interesting. Nice texture too. I am curious to see how long
you will be able to sustain the CSG construction before render times become
unmanageable...
Thomas
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