3D Modelling, Post your 3D models! (Cars, Planes, People, Landscapes etc!)

Making progress on my *other* project. The end goal of this is to provide a "smart" textile with natural, tensile, haptic feedback that responds to touch with the idea of creating sensory stimulus to children with autism. I think it's my most ambitious modeling/hardware/software/electronics/CNC project yet. Using Arduino, Grasshopper, Firefly, and Rhino concurrently and building the textile itself with one of these, knitting a very carefully designed conductive yarn structure:

Stoll_make_flat_bed_knitting_machines.jpg


On the software/real time modeling side, here is my progress. This will get much more sophisticated soon. I'm creating a parametric "replicant" (if you will) of the physical textile to more accurately and easily calculation deflection in real time so it can be translated into a useful output later. Me and my team will be integrated either fiberoptics or LEDs into the textile itself later on. But for now, here is a simple proof-of-concept prototype test, using a single strand of conductive yarn to feed a serial stream to firefly and manipulate the model in real time as the yarn stretches and otherwise displaces.



I have future ambitions to expand this project into more general haptic modeling. Because I hate using a mouse and a keyboard.


lol way over my head but it looks awsome
 
My rat's nest breadboard enabling this little project:

10959053_10203409887237593_986856914287736722_o_zpsya5fqvfi.jpg


And a little more (albeit lateral) progress today. Running now on 5 independent analog sensors now. They are ambient light sensors as placeholders.

what do it do or simply what is it ☺
 
I modeled some components for a circuit board I designed, so I have a rough idea of what it will look like.
The board is prerended by the PCB program but you can add 3D models to the components you add.
boardfront.png
boardback.png
boardbottom.png
 
Will it have a blue block that you chase?

I'm going to add the moon, so perhaps an Apollo mission or two will be appropriate. But I guess there's a bit of rocket science involved so I imagine that it will be quite hard not to simply get lost in space.

Perhaps an Armageddon mission could be cool: Catch up with the asteroids and destroy them before they hit the Earth...

I added a specularity map to the textures, now there's most glow from ice, then water and very little from land.

I want to add clouds as well, we'll see how that goes. I tried adding an atmosphere, but the way I did it caused the game engine to run at like 1 fps so I had to scrap that.

plss4.jpg
 
Sorry for the notifications everybody, but I had some catching up to do. Great work all around folks, love seeing what you guys get up to with 3D modelling.

I have a quick question. I made a model of my 300zx a while back that I posted renders of in this thread...

And now I want to put it through a wind tunnel. Too shorten a long story I want to see the aerodynamic impact made on the real car by adding a perspex sheet in front of the roll bar. My brain says that with the windows up the little deflector it has makes the interior a fair bit quieter and less blowy so by blocking the air passage through the back completely it should improve even more. I have no desire to actually take this on for a long while (way too many projects as it is) but it came to my mind the other day and I decided to put it out there before I forgot about it.

So anyway, since project falcon seems unobtainable these days, is there another program out there or a way i can clean up my STL file so CFD micro will let me run it? Apparently the red bits are stopping it working but i'd be damned If I knew how to get rid of those.
stl issues.png


I tried using cad span but it wouldn't resurface it because I had too many triangles. Apologies for the confusing way this came out and thanks guys!
 
Please tell me your going to add the music to the video.. :) a little space station be cool...


Are you still in blender?

"Also spracht Zarathustra"?



:D

Yeah, I'm thinking a spaceship and a space station. It will be interesting to see if you could get something in a proper orbit and make a rendezvous in space. And I'm still in Blender.

The Earth's rotation is now tuned in, it completes one full rotation in 23 minutes and 57 seconds (IRL it's 23 hours and 56 minutes). I also replaced the texture with a better one, showing more details of the oceans and winter in the northern hemisphere.

Here's a view of the Pacific Ocean, it's pretty huge. You can see Hawaii like a small dot in the middle of it all.

plss8.jpg


And here is a view showing the winter texture. The planet is a single mesh with three textures: ground colour, specular map and clouds. The original textures from NASA are like 20'000 x 10'000 pixels, but I had to scale them down quite a bit, to 2000 x 1000 pixels. So at close range there's a lot of pixelation (it's worst at the equator, because the sphere stretches the texture), but from a distance it looks pretty good.

plss9.jpg
 
Sweet i have done the reverse lol for night and day for the game since i am on planet earth. I have moon phase instead, time day month year latitude etc. Nasa is were i got the info from aswell 99% of it is free aswell i looked into satellite image's for texture's but some were massive like 2-5gb compressed so kudos for going that route. but you could probably scale them right back and still not lose def - but gain fps i was thinking of using them for splatmap's but gone a more fps friendly option and using cel shading instead.

Big Big fan of space od , and the soundtrack so i quite interested how you get that feel especially in blender. Loving it.

Here's what i mean by CEL shade

Map/city is available under common's license 4.0 and just using it for testing purpose's

NipponOtukaCity.png
 
Last edited:
Sweet i have done the reverse lol for night and day for the game since i am on planet earth. I have moon phase instead, time day month year latitude etc. Nasa is were i got the info from aswell 99% of it is free aswell i looked into satellite image's for texture's but some were massive like 2-5gb compressed so kudos for going that route. but you could probably scale them right back and still not lose def - but gain fps i was thinking of using them for splatmap's but gone a more fps friendly option and using cel shading instead.

Big Big fan of space od , and the soundtrack so i quite interested how you get that feel especially in blender. Loving it.

Here's what i mean by CEL shade

Map/city is available under common's license 4.0 and just using it for testing purpose's

View attachment 308938

Looks good! My physics teacher back when I was in school had a Ford Escort. Probably not an RS Cosworth though :P
How are the driving physics, are they realistic?

Here is the moon, by the way:
plss10.jpg


And the texture I used: http://laps.noaa.gov/albers/sos/moon/moon_8k_color_brim16.jpg

(scaled it down to 2k x 1k pixels)
 

Attachments

  • Moon_Color.jpg
    Moon_Color.jpg
    443.4 KB · Views: 13
Physics are more on the simside now.. but few tweaks' turn's it into a arcaderacer feel's like sega rally or any of 90's arcade title's.

Just waiting for the music mate :D your pics look awsome though even without AA
 
Will you release an early demo? :)

As for the space odyssey: The lunar orbit is now set. I hope. It would take 24 hours to measure it so I'm not going to do that. I did a calibration lap with a much higher orbit speed and then simply calculated a factor by which I would have to slow it down. It should be correct. And if it isn't, well... no one is going to notice it anyway.

Next step: Adding gravity to the mix!

Edit: Houston, we have a problem. Since Blender has a limit for how big or small numbers it can work with, the minimum clipping distance of the camera is currently 1 km. Anything closer to the camera than that will be invisible.

Edit 2: Houston, yet another problem. Minimum mass of a space ship is currently 1*10^19 kg. Sooo... based on these data I guess that anything smaller than the Death Star is too small to be functional.

Edit 3: Actually, the Death Star is apparently only 2*10^13 kg, so it would need to be five hundred thousand times heavier. Just for fun I made a comparison shot of the Earth, the Moon and the Death star. All in scale.

ds.jpg

Edit 4: Oops, got the scale wrong. On the old picture the Death Star is twice its actual diameter. Here it is in actual scale:

ds2.jpg



That little white dot is the Death Star.

Edit 5: I'm thinking of a solution. Basically the mass of the planets isn't a problem, I can just scale that down and then multiply it in the gravity script. The shear size of the planets is a much bigger issue, because it makes the spaceship so small that it isn't visible by the camera (if the camera gets closer than 1 km, the spaceship is clipped). Perhaps I can just scale everything up?

Edit 6: Alright, so there are some flaws. But it's got some epic proportions at least.

epic.jpg


Edit 7: I've tuned the gravity. It takes 6 minutes and 30 seconds for an object to fall to the Earth from a distance of about 640 kilometers above the ground.
 
Last edited:
Will you release an early demo? :)

As for the space odyssey: The lunar orbit is now set. I hope. It would take 24 hours to measure it so I'm not going to do that. I did a calibration lap with a much higher orbit speed and then simply calculated a factor by which I would have to slow it down. It should be correct. And if it isn't, well... no one is going to notice it anyway.

Next step: Adding gravity to the mix!

Edit: Houston, we have a problem. Since Blender has a limit for how big or small numbers it can work with, the minimum clipping distance of the camera is currently 1 km. Anything closer to the camera than that will be invisible.

Edit 2: Houston, yet another problem. Minimum mass of a space ship is currently 1*10^19 kg. Sooo... based on these data I guess that anything smaller than the Death Star is too small to be functional.

Edit 3: Actually, the Death Star is apparently only 2*10^13 kg, so it would need to be five hundred thousand times heavier. Just for fun I made a comparison shot of the Earth, the Moon and the Death star. All in scale.


Edit 4: Oops, got the scale wrong. On the old picture the Death Star is twice its actual diameter. Here it is in actual scale:

View attachment 309046


That little white dot is the Death Star.

Edit 5: I'm thinking of a solution. Basically the mass of the planets isn't a problem, I can just scale that down and then multiply it in the gravity script. The shear size of the planets is a much bigger issue, because it makes the spaceship so small that it isn't visible by the camera (if the camera gets closer than 1 km, the spaceship is clipped). Perhaps I can just scale everything up?

Edit 6: Alright, so there are some flaws. But it's got some epic proportions at least.

View attachment 309339

Why don't you just use multiple camera's .. and just switch them so you have a close and far view then you will have multiple clipping planes? as in car camera switch from interior to external cam. i used this script to learn as a starting point http://www.unity3dstudent.com/2010/12/switching-cameras-at-runtime/ it's avalible in java

We have death star's yay you are a legend sir all we need now is Alderon and then blow it up :D

Missed this yesterday as edit's don't show up as a change & to answer your question hopefully i'll post a demo sunday night atm trying to learn how to implement a gui , just so it look's a bit more polished.

My first or should i say 2nd main menu template the first was shockingly bad and had the ford branding even for a free game i still think i'll be sued so had to erase it .

2nd attempt
Slideway's main menu2.png


1st attempt Stayed withe the colour style just reworked it

Slideway's main menn.png
 
Why don't you just use multiple camera's .. and just switch them so you have a close and far view then you will have multiple clipping planes?

The problem is that I can't set the minimum clipping distance to be less than 0.01 Blender Units, which is currently equal to 1 km. I would need at least 3 more decimals.

Another problem is that there seems to be a bit of lag in the physics. At 140 million kilometers from the center of Earth it takes a lot of time before the gravitational force is applied. I might have to rewrite the script and simplify it.
 
The whale tail on the escort RS is too high is it not?

IT DO look like it comparing your's and mine but i have a toon outline too it probably is out but it will always be slightly out with the added line i suppose.

@eran0004 Were working with two totally diffrent beast's blender doe's exactly what it say's blends your mind.. but what you have done to even stick by it and plod on is great like i said it lasted about 5 min's on my hdd.
 
I actually think that Blender is really good, especially considering that it's free :)

Here's a video of the Earth and the Moon in action, it's 8 separate recordings taken during a simulation lasting about 90 minutes. One second irl = one minute in the simulation.

 
The spoiler on the RS looks fine. Keep in mind the game screencap is at a lower camera angle, so it seems higher from that perspective. In both images, the top edge of the spoiler looks close to the highest point of the roof.
 
Went overboard with the detail on the LED models for the footprints.

Made the body semi-transparent, added the internal leads and added the LED die
Also added color bands to a pre-existing resistor model.

The 3D mode on the PCB program is just to give you an idea.
The things I do when I am bored.
LED.png
 
Went overboard with the detail on the LED models for the footprints.

Made the body semi-transparent, added the internal leads and added the LED die
Also added color bands to a pre-existing resistor model.

The 3D mode on the PCB program is just to give you an idea.
The things I do when I am bored.
View attachment 311140

If only 10% of people in the world used there bored time like this and done csomething creative instead. we live in an amazing world
 
Here's a really small demo of that driving simulator I made a while ago. It's a .exe file so Windows is a requirement. It's also using GLSL shading so you need a graphics card that supports that (I think most newer computers do that, but I had to update a driver to make it work on my old laptop).

It runs at 640x480 so most computers should be able to cope with it just fine. My computer does and since it's running on bronze age technology I think most other computers will be fine as well.

It's just a small scene, you won't be able to go any faster than 2nd gear and it's a bird's view camera only. The most exciting feature is the stunt ramp...
But you'll get an idea about the behavior of the car and the controls I'm using.

You can download it here:

https://drive.google.com/file/d/0B_nYaY13F28Nak5pUk5SRERzOTA/view?usp=sharing

Just unpack the .rar and click on the .exe file and it should work. I've noticed that on my computer it takes a little while for the car's engine to start, so if nothing seems to happen when you turn the ignition, just wait for a few seconds. There's a readme file with the controls, but I'll list them below as well.

Pedals
NumPad 0: Clutch
NumPad 2: Brake
NumPad 3: Accelerator

Steering
Z: left
X: right

Gear shifter (mimicking the gear pattern of a stick shift)
NumPad 7: 1st gear
NumPad 4: 2nd gear
NumPad 8: 3rd gear
NumPad 5: 4th gear
NumPad 9: 5th gear

No reverse gear yet (because some calculations explode when their values go negative), so try to avoid driving into walls :P

Other
I: Ignition key (make sure you use the clutch when you start the engine, there's no neutral gear yet)
A: Turn indicator left (toggle on/off)
D: Turn indicator right (toggle on/off)

There's some text on the screen, it's something I'm using to debug the simulation and to check that everything work as intended. The labels next to the numbers aren't always the correct ones (sometimes I've been lazy and changed the number without changing the label).

"RPM" shows the engine rpm.
"RPM 2" is a calculation used by the clutch script to determine when to fully engage the clutch, you can ignore that.
"KPH" shows the wheel speed, I believe it's from one of the rear wheels.
"Acc" used to show the state of the accelerator pedal, but now it shows the wheel speed of one of the front wheels.
"Debug" is used to test various calculations. At the moment it shows the rpm*-1 for some reason. Ignore that one.
"BHP" shows the power output of the engine (it's not an error when it's negative, it just indicates engine braking)
"Clutch" used to show the state of the clutch pedal, but now it shows the force of the brakes.

Important to know: The engine will stall if the rpm drops below 800 rpm, if that happens just restart it again (remember to use the clutch).

To end the runtime, press Esc
 
Pedals
NumPad 0: Clutch
NumPad 2: Brake
NumPad 3: Accelerator

Gear shifter (mimicking the gear pattern of a stick shift)
NumPad 7: 1st gear
NumPad 4: 2nd gear
NumPad 8: 3rd gear
NumPad 5: 4th gear
NumPad 9: 5th gear

Try
Numpad 6: for 6th gear
Numpad 0: Clutch
Numpad 1: Brake
Numpad 2: Accelerator
Numpad 3: Reverse(once you get it working)

Edit:
Numpad .: can be Neutral.
 
Last edited:
Found a bugs.

Bug 1
If you press I(Ignition), Numpad 0(Clutch) and Numpad 3(Accelerate) there is no engine sound at times.

Bug 2: space makes the clutch state go to 1 where if you use numpad 0 it says on 0 all the time

Bug 3:
Press Clutch, Accelerator and Ignition, let go of clutch once car starts and hold down accelerator, then press ignition then release accelerator car should idle, press the clutch and RPM Dip to 300

Bug 4: Move forward a bit, let the car stall, while rolling back, press the cluch and accelerator at the same time, release the clutch and hold down the accelerator your speed should go down to -3000km/h+ and keep going backwards that the same rate.

Bug 5: Killed it some how.
Car was flipping very very quickly
View attachment 312524
 
Found a bugs.

Bug 1
If you press I(Ignition), Numpad 0(Clutch) and Numpad 3(Accelerate) there is no engine sound at times.

Bug 2: space makes the clutch state go to 1 where if you use numpad 0 it says on 0 all the time

Bug 3:
Press Clutch, Accelerator and Ignition, let go of clutch once car starts and hold down accelerator, then press ignition then release accelerator car should idle, press the clutch and RPM Dip to 300

Bug 4: Move forward a bit, let the car stall, while rolling back, press the cluch and accelerator at the same time, release the clutch and hold down the accelerator your speed should go down to -3000km/h+ and keep going backwards that the same rate.

Bug 5: Killed it some how.
Car was flipping very very quickly
View attachment 312524


Look's like you were trying to break it :D

@eran0004 I just drove around normally and didn't see anything wrong actually it was quite good This would be a great base for a rc car game atm due to the view if you had a bendy antenna :D. A track texture with some line's to follow could be cool or even a track drawn on the texture you have already in chalk style like a kid drew it on the ground. you need the force to change gear's but apart from that great base. looking forward to next version 0.02 unless your missing alpha going straight to beta :P
 
Found a bugs.

Bug 1
If you press I(Ignition), Numpad 0(Clutch) and Numpad 3(Accelerate) there is no engine sound at times.

This bug I know about. I suspect that it is related to the length of the engine sound sample. What I've found is that if you restart the engine too soon after it has cut off, you get no engine sound. I'm thinking of two possible ways to fix it: 1. There's some setting in the way the sounds are played that isn't right - find what it is and fix it. 2. Make the sound sample shorter.

Bug 2: space makes the clutch state go to 1 where if you use numpad 0 it says on 0 all the time

That is actually just an incorrect label, because the clutch label on the screen does actually show the braking force. Space is mapped to the handbrake (which doesn't really work like it should so I should just disconnect it until I've fixed it). Fix: Change the label.

Bug 3:
Press Clutch, Accelerator and Ignition, let go of clutch once car starts and hold down accelerator, then press ignition then release accelerator car should idle, press the clutch and RPM Dip to 300

I can't seem to recreate this one. Could you try to do it again and take a screenshot?

Bug 4: Move forward a bit, let the car stall, while rolling back, press the cluch and accelerator at the same time, release the clutch and hold down the accelerator your speed should go down to -3000km/h+ and keep going backwards that the same rate.

Nicely spotted! I guess there's a badly formulated if formula in the speed calculation. Fix: Search and destroy.

Bug 5: Killed it some how.
Car was flipping very very quickly

Did that happen during normal driving? Were you near any wall or the ramp? It looks like the car has gone through the world, which used to happen a lot before I changed the collision settings, but I haven't seen it since then. An optional theory is that the physics calculation got a hiccup and forgot to calculate the ground or a couple of wheels for a frame or two.

Thanks for the bug report! 👍

@eran0004 I just drove around normally and didn't see anything wrong actually it was quite good This would be a great base for a rc car game atm due to the view if you had a bendy antenna :D. A track texture with some line's to follow could be cool or even a track drawn on the texture you have already in chalk style like a kid drew it on the ground. you need the force to change gear's but apart from that great base. looking forward to next version 0.02 unless your missing alpha going straight to beta :P

I'm thinking it could be used as an adventure game, but controlling a car instead of a character. Solve different tasks to move on to the next level, or something like that. An rc car could be pretty good for that type of game. If you only have a limited amount of fuel I think it could work pretty good as a game. And I could get rich selling extra fuel for microtransactions :D

When you say "you need the force to change gear", do you mean the engine power is too low?
 
Back