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    Topics

    • M

      Working with CAD files

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      TIGT
      Move the imported images to form an approximation to the correct orthogonal views, all related together. Then you can check they are all the same size so that similar places on each align - scale an image slightly as needed, or make adjustments in the modeling to suit... Now start drawing edges that outline the main forms - there are tools like weld to make them curves and extrudeEdgesByRails etc... BUT you can make the 'profiles' and then 'stitch' it together by hand and adjust the forms as you go. Make it out of manageable sized pieces [sub-groups/components etc]. Remember that a car is pretty much symmetrical so it quite easy to model one half of it as a component and copy and scale -1 the two halves together, so then changing one half alters the other one automatically... This means you're not trying to make the two sides the same all of the time... There are some good car tutorials out there - try this for a start... http://www.youtube.com/watch?v=OlDxc2wyIhY&feature=related
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      Looking for a website

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      M
      @kxi system said: I can try my best to look for model plans by the Manga artist... I'll try to get back as soon as I get results. Awesome Thanks very much!
    • M

      Another Zero G Racer

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      M
      I've made a few tweaks, not completely finished tho... Will post when ready! Update: [image: zg_racer010_011-1.jpg]
    • M

      2 Artlantis 3.0 renders

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      ken28875K
      Pretty cool. Looking forward to seeing more of the robots.
    • M

      Batch exporting of components

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      M
      Thanks for the info! It all worked out in the end Cheers
    • M

      Making a horn using Shape Bender

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      M
      Sorry for the late reply! Everything worked out in the end
    • M

      Polarity Mk II Assault Mech

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      EddyNLE
      Wow! Amazing model. That's a bad-ass Mech.
    • M

      Complex track shape

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      M
      @mac1 said: @mac1 said: @matsuo said: @mac1 said: @matsuo said: Is there a good way to divide the shape after using the 'weld' plug-in? I already tried the following: Welding the outline Check the length of the outline Used 'Convert to > Polyline Divider' and divided it (length of outline / no. of segments (i.e. 20) = segment length) Problem is that after I did all those steps, a) the shape is distorted, and b) I end up with a gap that is smaller than a segment What exactly am I doing wrong here? If necessary I will attach a drawing with an example. MATSUO Did same approach and did not have the same problem. I found length. inside, is 10652.680 used 101 segs for a tread width of 105.47208mm. The first time checking the segs I found a short one also so, increased the accuracy of the model units to the max. and did not find same problem. Don't know why that should effect the results Maybe I did something else wrong). Before copy/ rotation of treads suggest you check each seg length via entity info. The attached file is what I have done to date. That's more like it I will try your approach (increasing the accuracy) and post my results! Thanks edit: Well..I tried your approach, without any success I keep ending up with one piece that's too small! I even tried the offset on surface tool, but that didn't help either Any other suggestions? When I call up the polyline divider on my SU7 version it asks for a interval input and not num of segments. I am guessing if you input a interval such that the tread length/tread width is not an integer it just may truncate the one segment. I accurately measured the tread length then used a width close to the hidden widths( at the max curve point) shown in your model then adjusted that until I obtained an integer number. thus the 101 segs. Hope this helps Additional info. Checked the ruby library and found bz_sgementor.rb giving you the capability of dividing polyline by segs vs dimension. Download and install. http://www.crai.archi.fr/RubyLibraryDepot/Ruby/BZ__Segmentor.rb. This should solve the problem. Quick check with my 101 segs indicates it provides the same solution without length truncation at least for this case. I will look into it! My apologies for the late reaction
    • M

      A good method for making a blade of a sword

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      charly2008C
      Hi Vizier, The rendering was done by Kerkythea 2008. Karlheinz
    • M

      Zero gravity Racer (Pre-rendered)

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      MarianM
      nice.. i just don't like the colours otherwise it's nice.
    • M

      SU save directory

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      B
      Unfortunately, I think you were right before; I don't think there's any way to set a default folder to save models. It just goes to the last folder you saved a model in, and we get a list of recent places. That's it. I could be wrong though, you never know.
    • M

      Spiderbot [WIP]

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      EarthMoverE
      Good start. I might suggest 6 more legs and make the legs longer. As of now, he looks a tad like a crab bot. That would be pretty cool too though.
    • M

      Uniform scale

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      GaieusG
      But as an "exchange" for this convenience,sometimes you have to scale something in more than one step. Still worth the effort.
    • M

      Simple Podium studio setup

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      M
      This is the result, after lowering the light value of the omnis, and adding an array of low-light value LEMs: [image: AZd7_20090214180350_28m8s.jpg]
    • M

      Minigun on tripod [completed]

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      A
      tats awsme dude...i think its too much polished..i think a rough finish will be better for that heavy duty machine !!(jst a opinion!!)
    • M

      Minigun on tripod [WIP]

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      R
      Reminds me a lot of team fortress 2 stuff, which is certainly no bad thing. nicely done
    • M

      Best way to fillet

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      P
      @solo said: Try this: [attachment=1:sezucy51]<!-- ia1 -->d-pad[smoothed].skp<!-- ia1 -->[/attachment:sezucy51] I succeeded only with "display edges OFF "test 3 with "display edges ON "I have some noise in the corners !! What to do ??[attachment=0:sezucy51]<!-- ia0 -->d-pad test 3.skp<!-- ia0 -->[/attachment:sezucy51] d-pad test 3.skp
    • M

      Simple gamepad - Updated 3rd Feb. 2009

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      M
      @frederik said: Hi Matsuo, I'm not sure what render preset you've used for this, but it doesn't look real to me... It's somehow too CG'ish, which to me suggests that you've used a very low render preset... How long have you been working with KT...?? I think you should try working with a Studio setup... Please take a look at the Frederik's studio lighting setup (really, Clipi's) thread at the KT Forum... I'm sure you can improve this and take it to the next level... I've just downloaded version 3 of the scene, from the forums. Will post the result (using a new joypad) after rendering is complete. Cheers for the tips!
    • M

      'Mech Renders [56K unfriendly!]

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      M
      Lemme see what I can do about it! edit: It seems my Photobucket account was deleted (all tho I did not request it) edit 2: Weird...I can see them now (I'm at work). I'll still upload them to my new account. Sorry for any inconvenience!
    • M

      Computer case

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      M
      It was rendered in 3D Studio MAX 7 And yes, I won
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