Hobbnob's WIP Thread
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@hobbnob said:
I think I know what you're talking about when you talk about the location, it's not a bridge, it's a jump.
Yeah, actually another plan is to put the branch off at the start and have it elevated for a while
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Nola, went with your idea:
You can see there that the second track runs around the outside of the circuit, and rejoins about a third of the way through the circuit. The new route is almost perfectly balanced with the rest of the track, which results in cars meeting at the end of the second route, as seen here:
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Looks awesome! No complaints
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Bit more work on the serenity, I did a bit of work on the end of the nose and remade the neck.
And one in flight:
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Very nice. Have you heard of the joint push pull plugin? It helps a lot, for example, the yellow things on the back, you could extrude them, or push them in. If you don't already have it, it's in the Must Have Ruby Plugins thread in the Plugins subforum.
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I have, but those yellow bits are not extruded on the film model, therefore it shall not be on mine.
New project today, A panther LCV. It's basically a big heavy British Jeep with a remote controlled gun on the top
Heres the real thing:And now my progress so far:
I am also recording all the modelling that happens during this build, so I can compress it and hopefully get some advice.
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i would make the doors as separate components, easier to add the details that way. Plus then you can open/close them etc for renders. Remember what I said about splitting the model up? anyway its a good start, on your serenity model I think you should re-model the landing gear too.
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Oh yeah, didn't think of the component thing on the doors, I'll do it. As for the serenity, yeah that shouldn't be a problem, the landing gear really does need work.
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Liam887, I remodelled the landing gear:
Also done a bit of work on the panther, according to my video editing software I have been working on the model for about an hour and 20 minutes:
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Looking nice. Though ATM it looks somewhat push pulled. Though very nice nonetheless.
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The panther looks pushpulled because it was pushpulled, but that does not mean it's all flat faces trust me. Instead of a pic this time, I am embedding a video, of the panther in action. I'm not sure how long the sound will hold out because of copyright stuff, but it wasn't too bad for a first try I think. Please give me your opinions on how I can improve with making videos, and whether you think thsi particular video could be improved in any way.
[flash=400,320:yogdjigf]http://www.youtube.com/v/kmqrzOKTh6o&hl[/flash:yogdjigf] -
Wow, that's not bad at all! Thinking that you ought to make the cuts a bit quiker-paced, ie: Less time in one shot without the car...Very nice nonetheless!!
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Thanks golden, I'll keep that in mind. btw the footage of the two panthers racing is actually from a specially modified version of the super special stage, my entry for wacov's track contest. I've created the weapon system and am currently calibrating it to be comfortable and stress free for whoever is firing it.
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Motor Sketch-Battle Royal edition...XD
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@hobbnob said:
I've created the weapon system and am currently calibrating it to be comfortable and stress free for whoever is firing it.
Dont quite catch your drift there, can you elaborate?
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I am in the process of creating a remote controlled machinegun on top of the vehicle, and I'm making it easy for the user to hit targets, which means proper zoom (think the kind used by a digital camera) and controls that move slower the more you zoom in, meaning that the user can define how precise he wants his shots to be when firing.
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Thats awesome
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Wow, sound like mucho scripting is in order
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In short yes
In full though. . .
push([0,0,-1]) if key("e")==1 and getVar("moding")==0 then setVar("mode",getVar("mode")-1) setVar("moding",1)end if key("e")==0 then setVar("moding",0)end if getVar("mode")<0 then setVar("mode",2)end if key("up")==1 then Sketchup.active_model.active_view.camera.fov=Sketchup.active_model.active_view.camera.fov-1 end if key("down")==1 then Sketchup.active_model.active_view.camera.fov=Sketchup.active_model.active_view.camera.fov+1;end; if key("space")==1 then Sketchup.active_model.active_view.camera.fov=40;end; if getVar("mode")==1 then ###TURRET### setVar("turretT",-(0.5-leftx)) if key("w")==1 then setVar("height",getVar("height")+0.1*(Sketchup.active_model.active_view.camera.fov))end if key("s")==1 then setVar("height",getVar("height")-0.1*(Sketchup.active_model.active_view.camera.fov))end end if key("f")==1 then createParticle(this.bounds.center, 20, $particle3D, 4, [0,0,0], 0, 1.02, "Gray", 0.9, 100)end
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Scripting sounds fun...
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