WytRaven's Robot WIP
It's not as hard as you would think BbB, I suppose it requires a different 'head space'; you've just got to switch out of looking at an object from the perspective of nature and instead look at it as a 3D connect-the-dots puzzleBbB wrote:That's bloody cool! I can't even begin to understand how you're getting all these sweet curves and cute bevels by using only hand-stitched polys. You're the man!!!

Once you get the hang of blender's 3D cursor and switching to and from global, local, and normal coordinate spaces it actually starts to become pretty darn intuitive


It's really a screw, the nut is also thread to match internally....that was just an exercise for me, i will remove the nut threads later as they are effectively redundant in this contextalex22 wrote:Is the screw really a screw or just alined ripples?


Ok here's an update. I'm not as far ahead on this project as I would have liked. I went back and remodeled both the head and tail cylinder caps from scratch as I discovered that even the bevel centre script can't be trusted to not make a right mess of things. So all meshes that make up this model are now completely beveled by hand. This is the main reason I am behind.
I have also spent some time attempting to perfect the Nitrile material and I have also UV mapped and, where appropriate, textured all the objects. The logo/model/data texture needs some work on the colouring. I'm struggling with the gimp (I'm a photoshop veteran) and am starting to wonder if it's doing it's own gamma manipulation without informing me as I desaturated that colour quite a bit and yet it still appears to almost 'glow'. Everywhere I have searched has suggested that Linux, like Windows, use a default gamma of 2.2 but these results say otherwise *glances suspiciously at the Gimp*
I am happy with the materials for the moment but will revisit them once I have finished modeling all the other bits and pieces I need to make.
Here's a test render under synthetic light instead of sunlight. This shot was done using camera tone mapping which is now all I use. I think I've finally nailed the Nitrile
UV Mapping and Nitrile Test (1920x1200, 50% Scaled, ~2200spp):

I have manged to make some modeling progress and although I haven't done as much as I would have liked here is the mesh of the latest piece. This is without a doubt the single biggest modeling challenge I have ever set myself too. Take a little time to study this mesh and try to appreciate the effort involved in creating these bevels by hand. I can't begin to explain the amazing sense of satisfaction completing this piece has given me.
This is the tail-end mounting hardware for the DNCB Cylinder. I loosely based this on a couple of the pictures of real attachments from the Festo catalog but I just started having too much fun with this so ended up going my own design which was far more interesting visually.
Tail Flange (Blender Screen cap):

My plan for tomorrow, it's a public holiday so no work!, is to build the main piston connection hardware which will render this baby effectively ready for prime time
Comments/constructive criticism appreciated.
I have also spent some time attempting to perfect the Nitrile material and I have also UV mapped and, where appropriate, textured all the objects. The logo/model/data texture needs some work on the colouring. I'm struggling with the gimp (I'm a photoshop veteran) and am starting to wonder if it's doing it's own gamma manipulation without informing me as I desaturated that colour quite a bit and yet it still appears to almost 'glow'. Everywhere I have searched has suggested that Linux, like Windows, use a default gamma of 2.2 but these results say otherwise *glances suspiciously at the Gimp*
I am happy with the materials for the moment but will revisit them once I have finished modeling all the other bits and pieces I need to make.
Here's a test render under synthetic light instead of sunlight. This shot was done using camera tone mapping which is now all I use. I think I've finally nailed the Nitrile

UV Mapping and Nitrile Test (1920x1200, 50% Scaled, ~2200spp):

I have manged to make some modeling progress and although I haven't done as much as I would have liked here is the mesh of the latest piece. This is without a doubt the single biggest modeling challenge I have ever set myself too. Take a little time to study this mesh and try to appreciate the effort involved in creating these bevels by hand. I can't begin to explain the amazing sense of satisfaction completing this piece has given me.
This is the tail-end mounting hardware for the DNCB Cylinder. I loosely based this on a couple of the pictures of real attachments from the Festo catalog but I just started having too much fun with this so ended up going my own design which was far more interesting visually.
Tail Flange (Blender Screen cap):

My plan for tomorrow, it's a public holiday so no work!, is to build the main piston connection hardware which will render this baby effectively ready for prime time

Comments/constructive criticism appreciated.


Thanks for the encouraging words guys. It helps keep the motivation up 
@Kram: Who or what is a "BA"?
The way I'm building these models at the moment is as BbB says somewhat masochistic (I mean you saw how quickly matsta 'whipped up' very similar models in MoI). I have considered screen-shotting the process as I build bits and pieces but it's a long and arduous process as it is without constantly stopping to take screen shots and write notes
Maybe I'll do something simpler at some point just to demonstrate the technique and make a tutorial out of it. Keep in mind though that I'm a Blender n00b myself so it may be a case of the blind leading the blind
. Half the point of this project is to build my Blender knowledge and to really get comfortable with the program.
Does anyone know of a screen cap video recorder thingy for linux? That might make it easier...wouldn't have to write crap then

@Kram: Who or what is a "BA"?

The way I'm building these models at the moment is as BbB says somewhat masochistic (I mean you saw how quickly matsta 'whipped up' very similar models in MoI). I have considered screen-shotting the process as I build bits and pieces but it's a long and arduous process as it is without constantly stopping to take screen shots and write notes

Maybe I'll do something simpler at some point just to demonstrate the technique and make a tutorial out of it. Keep in mind though that I'm a Blender n00b myself so it may be a case of the blind leading the blind

Does anyone know of a screen cap video recorder thingy for linux? That might make it easier...wouldn't have to write crap then


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