Computator 5000

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Computator 5000 // Work in Progress

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Post by Jack Edwards // Mar 24, 2007, 7:03am

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This one's too cool an idea not to finish it.

Here's the concept sketch:
5014

And where I left off from the contest:
5015

Need to finish up a bit of the modeling, then I'll move on to mapping it. This should be a fun texture job. :D

-Jack.

Post by Steinie // Mar 24, 2007, 7:45am

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Your new Avatar is coming along nicely. I would think about more gears on top and maybe a belt drive too.... but more parts more likely to break down....

Growing up I would call this thing a "thingamajig":) or playing Zork it would end up opening a dam or something...Fun project!

This isn't related to the Chessmaster 5000 ?:cool:

Post by Jack Edwards // Mar 24, 2007, 8:19am

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Thanks Steinie :)


Zork was my first computer game on my 8088 computer waaaaaaaayyyyy back when....:banana:


Nope not related to CM 5000 -- just needed a gnomish sounding name lol


-Jack.

Post by hemulin // Mar 24, 2007, 8:29am

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Thanks Steinie :)

Zork was my first computer game on my 8088 computer waaaaaaaayyyyy back when....:banana:

Nope not related to CM 5000 -- just needed a gnomish sounding name lol

-Jack.

Aaah the joys of Zork

Post by Jack Edwards // Mar 24, 2007, 1:57pm

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Liked your belt drive idea Steinie. :)


Here's an update with the two light bulbs, belt drive, and the mounts for the paper feed. I need to decide if I'm going to model the other gadgets or just texture them on.


5016


-Jack.

Post by Jack Edwards // Mar 24, 2007, 4:23pm

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Ok that should be it. Modeling done I think. :)


5017


The light bulbs should keep away grues too....


-Jack.

Post by ProfessorKhaos // Mar 24, 2007, 4:32pm

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I like it!


Looks interesting... but what does it calculate? :)


Then again, perhaps an easier question to answer is "what doesn't it calculate?" :D

Post by Steinie // Mar 24, 2007, 4:47pm

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On the right, is that some sort of tesla coil?;)

Post by TheWickedWitchOfTheWeb // Mar 24, 2007, 4:56pm

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On the right, is that some sort of tesla coil?;)

I thought it was a guillotine!

Post by hemulin // Mar 25, 2007, 12:42am

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On the right, is that some sort of tesla coil?;)

That's a nail cutter ;)

Post by Jack Edwards // Mar 25, 2007, 4:15am

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:) Guess so! I just wanted two antennae with lightning arcing...


In case you haven't guessed, the flat planes will be alpha mapped and have lightning texture. ;)


I'm surprised at how many simple primitives and simple shapes were used in such a complex looking model. Most of the parts are simply cylinders with a few extrusions. My normal style is to model everything as one poly object, but I think breaking it up like this will make it easier to texture and animate and I wanted to keep the poly count down to fit with the style of the object. Don't know how much time I'll have today to work on it, since I have some projects around the house, but we'll see...


-Jack.

Post by Jack Edwards // Mar 25, 2007, 4:23pm

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@Prof,


Not sure what it calculates, but I bet it makes an ungodly racket while it's doing it! :D


Fixed a couple goofs with the geometry and added a missing mount for one of the papers rollers. Here's a quick VRay render:


5029

Gotta love VRay! :cool:


UV mapping and texturing starts tomorrow.


-Jack.

Post by MadMouse // Mar 25, 2007, 11:04pm

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Looks great... I've always had a soft spot for lowtec-hightec if you know what I mean. Are you going to leave the half spheres as they are because they look a little angular or is the part of the design?

Post by Jack Edwards // Mar 26, 2007, 5:16am

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Thanks Madmouse. :)


Nah they are supposed to be smooth. There's also faceting on drive shaft for the wind catcher thing and the rollers, but I want to keep the number of polygons light so I'll probably clean it up a bit by reworking the normals or maybe with a normal map. Don't know yet if that'll be enough. I might end up having to make a higher res version for renders.


I'm still pretty impressed with the job VRay did considering how low poly the object is.


-Jack.

Post by Steinie // Mar 26, 2007, 1:53pm

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j_edwards,
Once you made the new Computator 5000 an Avatar a problem appeared. I would bring the cups around slightly to the right. If parts aren't recognized in silhouette there is usually a problem....(Walt Disney Studio and Pixar rules)
Ahhh I see why...you swung the point of view down. Still needs fixin'

Post by Jack Edwards // Mar 26, 2007, 4:05pm

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Good catch Steinie. I'll fix it with the next render.


-Jack

Post by Rareth // Mar 27, 2007, 12:45pm

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World of Warcraft called, the gnomes want their Computer back


:banana:

Post by nowherebrain // Mar 29, 2007, 11:35am

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World of Warcraft called, the gnomes want their Computer back


:banana:


Werd.


I like the simple, yet effective model, can't wait to see the textures.

Post by Jack Edwards // Mar 29, 2007, 12:34pm

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Thanks guys!


LOL, so far, no calls from Blizzard ;)


Ended up being busy this week so hoping to be able to put some time in over the weekend.


I'm envisioning a weathered brushed bronze look. But won't know for sure until I get to see it on the model.


-Jack.

Post by kena // Mar 29, 2007, 1:34pm

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lol - I woudl go for the "stone and stick" look. :D

Post by nowherebrain // Mar 30, 2007, 5:58pm

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(tapping of foot) c'mon I'm curious over here..work must be getting in the way.

Post by Jack Edwards // Mar 30, 2007, 6:54pm

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LOL that, procrastination, and spending too much time on the forum. :-)


Got the base unit completely UV mapped now. Moving on to the various gadgets and parts. I've got an idea on how I want to map the gears, but not sure how it's gonna work out until I get in there.


-Jack.

Post by Methusela // Mar 31, 2007, 6:54am

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LOL that, procrastination, and spending too much time on the forum. :-)


Got the base unit completely UV mapped now. Moving on to the various gadgets and parts. I've got an idea on how I want to map the gears, but not sure how it's gonna work out until I get in there.


-Jack.


And then you gotta animate it!

Post by Jack Edwards // Mar 31, 2007, 7:38am

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Yeah, yeah, was thinking that... of course the trick is getting all the UVs on one map while keeping all the objects seperate so I can animate later.... LOL I think I must like making things difficult for myself....:rolleyes:


-Jack.

Post by nowherebrain // Mar 31, 2007, 8:48am

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LOL that, procrastination, and spending too much time on the forum. :-)

-Jack.

Yes, true. I wonder how you knew I was around so much??? anyway keep on keeping on on this model...hope to see a new render soon:)

Post by Jack Edwards // Mar 31, 2007, 6:58pm

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Ignore the UV texture on the base ;) but here's some fun with lightning:


5088


Lightning textures are hand painted by me. :D


-Jack.

Post by Jack Edwards // May 9, 2007, 8:38am

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Still waiting on my serial for UU3D. So I got busy with 7.5's new UV mapping tools while I'm waiting. Still a lot of UV work left to do, but I thought you guys might enjoy a Workspace render of the progress:


5815


-Jack.

Post by kena // May 9, 2007, 8:03pm

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nice... was never good at uvmapping myself - how are you going to match the different planes?

Post by Jack Edwards // May 9, 2007, 8:43pm

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Thanks Kena!

I'm laying out each piece separately at the moment. The plan is to get everything unwrapped as neatly as possible, then export to UU3D and arrange all the maps so they fit within the same UV space.

To get the maps flat, I've been mainly using planar and cylindrical projections. Then I stitch back together the adjacent UV patches to make painting easier. I definitely think mapping low poly mechanicals is harder than organics. Seems like if a UV is off by even a little it shows as horrible stretching in the texture. And heck a straight line next to a straight edge better go straight... ;)

Next time I think I'll UV map the pieces as I go because this is way tedious when there's this many individual parts. Surprisingly the beveled buttons are a little bit more work than I'd thought they would be, lol.

It'd be faster to do it all in UU3D now that I got my serial # and I'm up and running, but I got it going ok with the TS UVE at the moment and I want to work with the TS UVE a bit more so I can give feedback to the developers towards a future point release or maybe 8.0. Eventually it'd be great to be able to do all our UVing in TS instead of using 3rd party apps.

-Jack.

Post by skipper // May 10, 2007, 3:08am

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I definitely think mapping low poly mechanicals is harder than organics. Seems like if a UV is off by even a little it shows as horrible stretching in the texture.

[...]

It'd be faster to do it all in UU3D now that I got my serial # and I'm up and running, but I got it going ok with the TS UVE at the moment and I want to work with the TS UVE a bit more so I can give feedback to the developers towards a future point release or maybe 8.0. Eventually it'd be great to be able to do all our UVing in TS instead of using 3rd party apps.

Congratulations on your promotion, you may just be our knight in shining armor. :D

I always thought it was a chicken or egg thing with texturing, should I create the texture map first or the texture, should I make the map fit the texture or the texture fit the map. tS6.6 didn't exactly help in that respect. I was hoping things would improve with tS7.x...

Looking at UU3D I'd say I need to fit the texture to the mapping to avoid distortions.
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