Un-named project ninety-eight percent complete...

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harkonnen
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Un-named project ninety-eight percent complete...

Post by harkonnen » Thu Oct 01, 2009 10:37 pm

Not sure what to call it yet, but it's coming along nicely in 'Anim8or', and gmax tests went well.
Let's see if I can get away with another bunch of polygons without gmax refusing to export.
Will post again once things are much further along.

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Last edited by harkonnen on Sat Jan 16, 2010 12:48 am, edited 2 times in total.
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Post by jaeger52 » Fri Oct 02, 2009 12:05 am

Cool stuff, Hark!

What are you thoughts as to the end result?

A souped up ground based pace car with a really loud exhaust configuration that we can run up and down the runways to scare the $pit out of wildlife congregating near the runway?

Or perhaps some kind of Transformer, capable of taking flight?

Here we go again guy's! Yet another hot Harkonnen design in the works to keep an eye on! :lol:

Jaeg-

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Post by harkonnen » Fri Oct 02, 2009 12:27 am

You make me smile Jaeg. :lol:
Well, a handful of developers make really cool versions of real-life ground vehicles, but they're meant to be realistic depictions for the most part, and don't fly. I just love the thought of being stuck in dead or slow moving traffic and having the ability to hit a button, rev the engine and just float right up over everybody and zoom off over the city...you know, typical Hark stuff...all whacked out and dreamy. :mrgreen: :-s
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Post by jaeger52 » Fri Oct 02, 2009 1:16 am

So, I make you smile do I? Well, just wait until you get the interest statement for the 6 Tril I floated in your direction some nine or ten months ago---of which I haven't seen penny one in promised returns and kick-backs!

What kind of operation are you running over there?

And now you're in the process of "think tanking" some screwy idea of a personal "flying Corvette Stingray"!!!

TF!

Read the fine print Hark! Read the fine print!

I love you, but business is business.

Jaeg-

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Post by rd » Fri Oct 02, 2009 4:23 am

Hey Hark, your engines done. :D


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Post by harkonnen » Fri Oct 02, 2009 7:54 am

Jaeg, Jaeg Jaeg..patience my good man....oh, and I need another few trillion bud, RD consumed a lot of Jack Daniel's flavoured ice cream while building that powerhouse.
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Post by mel wilson » Fri Oct 02, 2009 8:18 am

Hey RD, thats the plant outa my lawnmower, how the hell did you get hold of that :lol:

@Hark..... that looks real cool bud. :wink:

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Post by harkonnen » Fri Oct 02, 2009 10:53 am

Thanks Mel, as usual I'm having a great time building and planning.
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Post by skipperdan » Fri Oct 02, 2009 4:35 pm

Hark:

You probably already know that the first Grand Prix race of the new year is usually held at St. Peterburg, Florida. Albert Whitted Airport Runways 7/25 serve as the main straight-away. I would not be surprised to see your vehicle at next year's race. 8) 8)
I AM NOT A PILOT. I JUST LOVE AVIATION.

CAPTAIN--CIVIL AIR PATROL
...Emergency Services Training Officer
...Instructor at the Florida Wing Conference 2012.
...Mission Observer (front right seat)
...Air Operations Branch Director
...Flew several times in a Cessna 182 with G1000 (maintaining the MFD).
...Attended two day class conducted by the Air Force Rescue Coordination Center
...Completed training for Flight Line Marshall, Flight Release Officer, and Mission Radio Operator.

You should visit your local Civil Air Patrol Squadron and complete an application for membership.
.
Please watch this video that my son made of a Discovery Flight from Albert Whitted Airport (my home base). http://www.youtube.com/watch?v=-EMUg1jiCss
.
Please check out scenery that I helped develop for Albert Whitted Airport http://www.surclaro.com/download.php?query=KSPG&op=search&cid=
.
Check out this article in Air and Space Magazine concerning Albert Whitted Airport:
http://www.airspacemag.com/history-of-flight/The-Airport-That-Wouldnt-Die.html

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Post by harkonnen » Fri Oct 02, 2009 8:33 pm

Hi Skipperdan...cool - that gives me plenty of time to have this mess ready for late march.8)

http://www.gpstpete.com/

BTW, I clicked on the link in your signature and very much enjoyed the discovery flight film...wow, Florida sure is a beautiful place, especially from the air. :)
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Post by skipperdan » Fri Oct 02, 2009 9:28 pm

Yes:

The Grand Prix really does take place on the airport.

PS: I will be at Albert Whitted Airport tomorrow morning for breakfast. We have a Pancake Breakfast on the first Saturday of every month.

If you can stop by, I will treat you to some pancakes, grits and coffee. 8) 8)
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I AM NOT A PILOT. I JUST LOVE AVIATION.

CAPTAIN--CIVIL AIR PATROL
...Emergency Services Training Officer
...Instructor at the Florida Wing Conference 2012.
...Mission Observer (front right seat)
...Air Operations Branch Director
...Flew several times in a Cessna 182 with G1000 (maintaining the MFD).
...Attended two day class conducted by the Air Force Rescue Coordination Center
...Completed training for Flight Line Marshall, Flight Release Officer, and Mission Radio Operator.

You should visit your local Civil Air Patrol Squadron and complete an application for membership.
.
Please watch this video that my son made of a Discovery Flight from Albert Whitted Airport (my home base). http://www.youtube.com/watch?v=-EMUg1jiCss
.
Please check out scenery that I helped develop for Albert Whitted Airport http://www.surclaro.com/download.php?query=KSPG&op=search&cid=
.
Check out this article in Air and Space Magazine concerning Albert Whitted Airport:
http://www.airspacemag.com/history-of-flight/The-Airport-That-Wouldnt-Die.html

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yeah it's..

Post by groundsquirrel » Sat Oct 03, 2009 11:40 pm

Yeah it's corny, but after sixty hours in the saddle whaddya expect?

KAMAIRO!
Gravity ... it's an Earth thing.

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Post by harkonnen » Mon Oct 19, 2009 11:52 pm

Did I say something about too many polygons?
Yup.
Then I went and finished up the model in 'Anim8or' and then imported it all into gmax. Some meshes created in Anim8or will show slightly pinched or crinkled poly-edges when brought into gmax. A simple hit on the 'SMOOTH' button in the gmax modifier section makes the mesh all nice again....BUT!!! Oh, there's always a 'but'. :twisted:
..Where the unsmoothed model will export out of gmax O.K., the model, once several ugly meshes are smoothed, will not. I can't believe smoothing puts me over the limit for model size...geez, I must have been close to the edge already, eh?
Isn't this interesting? Go ahead, go get another coffee, or let the cat out or whatever, I'll be here, there's more....
So now that I've built a really cool flying car and the model's too big to compile...I have to decide where to start cutting polygons, and probably some whole meshes.
For cryin' out loud - I should be playing with a few animations and some texturing in gmax by now. :roll:

Anyway, below is a capture of my recent efforts to lower the poly-count on the rims...and still have them look good when I apply my 'rim' texture.

I hope I don't have to delete too much stuff to get this thing into the simulator.


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Here's a screen capture of a detailed rim model in Anim8or...maybe that really lower-poly rim will still look great with this 512 X 512 texture applied to it. I'll post up a little pic if it works out. :mrgreen:
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Last edited by harkonnen on Tue Oct 20, 2009 8:09 am, edited 1 time in total.
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Post by jaeger52 » Tue Oct 20, 2009 12:00 am

You d'man, Hark!

Wish I could help, but I can't read those kind of blue prints, much less make inroads to possible solutions. :oops:

But if's of any help at all, strike up a wood fire in your fireplace and stare the flames until [hopefully] a solution occurs. Maybe toast a marshmallow or two to your liking for good luck. Believe me, the answer is somewhere down in the fire coals.

Best of luck, always.

Jaeg- :wink:

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Post by rd » Tue Oct 20, 2009 4:57 am

I've heard that a shot or two (not 3-10) of Jack Daniels soothes the head, and revives the artistic juices.

OK, I didn't hear it. I practice it. :lol: :lol: 8)


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Post by harkonnen » Tue Oct 20, 2009 2:58 pm

Rimjob :twisted: ...
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..You can fake so much detail with texturing!
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Post by harkonnen » Tue Nov 03, 2009 2:17 pm

Somewhere along the line it became a flying cop car....might have been memories of the opening scene in 'Blade Runner'. :wink:

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Post by mel wilson » Tue Nov 03, 2009 4:06 pm

LOL .................. Love it :)

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Post by rd » Tue Nov 03, 2009 6:52 pm

ooooooooooooo............. I need to get my hands on this puppy. :D


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Post by harkonnen » Wed Nov 04, 2009 1:57 am

Glad you like what I've got so far guys. I'm at the point now where all I have to do is texture the pilot and the car body itself...plus some .CFG file tweaking. I've already had a go at mapping and UVW unwrapping the body but it's been a while, and I messed it up pretty good. ...so I'll have another go tonight. Once it's unwrapped decently I'll start the paint kit. :wink:
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Post by rd » Wed Nov 04, 2009 6:59 am

Yeah, about that paint kit.........

.... How about making it user FRIENDLY !!!!!!! :twisted:


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Post by harkonnen » Wed Nov 04, 2009 11:38 am

Gee, do you mean you're not crazy about my 'Slap it on any old way, tile and mirror the crap out of it and let the paint guy try and figure it all out from a set of error-laden templates and muddled instructions' method?
Picky picky picky. :roll:

EDIT:For cryin' out loud, now the body won't take my material assignments at all, in order to UVW unwrap it and create the paint templates.
I haven't a clue why it's not working. It's not a problem within gmax itself I don't think. Probably a typical PEBKAC situation (Problem Exists Between Keyboard And Chair :roll: )
7 or 8 tries today produced nothing but blank templates...back to troubleshooting it tonight after work.
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Post by mel wilson » Wed Nov 04, 2009 8:37 pm

I'm sure I heard somewhere that RD recons you nail your paint on in strips 8O

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Post by harkonnen » Wed Nov 04, 2009 8:47 pm

LOL, sometimes I do just slap it on there and muck with the mirroring and tiling in gmax until it looks good, ignoring the mapping and unwrapping process.... but if anyone is to have a hope in hell of re-painting this thing I do have to map and unwrap it properly. I'll figure it out...or a workaround! :twisted:
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Post by rd » Thu Nov 05, 2009 8:05 am

LMAO....

You want to unwrap something that is considered a map??? Or map what is considered a wrap???

"Heaven help us all". Top Gun



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Post by harkonnen » Thu Nov 05, 2009 3:33 pm

Man, sometimes you open up gmax to do something you've done 200 times, and you feel brand new because it's not working at all, and you haven't a clue why. Selecting polygons on a mesh and assigning a material I.D., mapping the mesh so it fits in a properly sized square box, then creating and editing the template resulting from a 'UVW Unwrap' should be child's play to me by now, and usually is. There are a number of approaches to texturing your stuff in gmax, and this is the easy, straightforward method, or so I thought. I downloaded 3 more tutorials today, to try and get past this goofy problem...a few hours of messing around late last night got me nowhere. I might have to start begging for help over at FFDS if this keeps up. :oops: :lol: :roll:

EDIT: RRRRR :evil: ...if I have to chop this frickin' frackin' thing into pieces in order to texture it, I will.
Ah well...if everything always went as planned we'd get bored pretty quick, eh?

'nother EDIT: I think I've got this pig figured out. I don't know why but I had to approach this one a little differently this time. I'm glad I got past this fun-killer, but now I'm too pooped to care, and I'm going to bed to dream of vertices and polygons...or a threesome with Carmen Electra and Bouncy Beyonce. :P :twisted:
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Post by harkonnen » Fri Nov 06, 2009 7:18 pm

Alrighty then....
After approximately 20 sessions in gmax, going painstakingly through the material assignment/UVW map/UVW unwrap process each time, I was finally able to edit the unwrap into a decent (barely) template. It'll be 1024 X 1024.
It's often all fun and games when you've kept your meshes simple, and thought way ahead, but I'm just not that bright. :lol:
Next step is to see how many polygons I missed or messed up by actually doing some painting, to see how the unwrapped mesh takes it. If it's not too bad I can fiddle with the bad individual polygons...maybe just hitting them with a solid background colour.

@ RD...you're likely rolling your eyes right now and stocking up on Jack Daniel's, wondering how painful this one's going to be. I'll play with painting it soon and let you know how much additional Valium to pick up.... :mrgreen: Talk soon... :twisted:
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Post by rd » Sat Nov 07, 2009 5:18 am

One case of 32 1gal JD jugs.....check

6 month advance on my Oxycontin prescription....check

Put clean linen on spare room bed for shrink....check

Ice Cream.....????? OH-OH

Actually Hark, it looks pretty good for what I am looking at.

Yeah, like I actually have a clue. :mrgreen:

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heh

Post by groundsquirrel » Sat Nov 07, 2009 5:28 am

Heh . . . RD+clue=global thermonuclear warfare
Gravity ... it's an Earth thing.

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Post by harkonnen » Sat Nov 07, 2009 5:42 am

Wow..I'm happy I figured out a way to get these templates reasonable, but initial paint tests show a bunch of wild rogue polygons from my amateur material assignments in gmax. Well...that's how you learn I guess - do it thirty times to get it just so. Too bad I have to relearn this stuff every six months because it just leaks out of my ears.
Will post up better results soon, or fix up my errors so they don't show. :lol:
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