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

I've done all of it by hand with a little assistance from grasshopper. I started from this image:

background_zpsow2ag3o1.jpg


(This was originally a PDF which I've flattened to upload). Essentially I extracted the contour lines, reassembled them (all 2,000+ were discontinuous, annoyingly) and then placed them at the correct elevation. Then I used a reasonably simple delaunay mesh triangulation component to break the contours into basically a point cloud and then triangulate a surface from it. I was worried this was going to be a really heavy process, but my computer did it in about 5 seconds. :bowdown: (32gb of ram). If there had been an easier way, I would have gladly done it. This took probably 60+ hours all told.

Next up is to do a lay up with some hardwood (not sure, maybe poplar) and mill the model on the 3 axis CNC.

By the way, here is a photo of the real site:
Yucca_Mountain_crest_north.jpg


Here is the terrain as extracted from google earth
render2_zpsetvipbq6.jpg


The google earth terrain is fairly accurate, but the resolution is only about 200'

Here is roughly the same shot of my new model, with 40' resolution
new_rendah3_zps5drtghys.jpg


Not totally finished yet, but getting close.

The site is Yucca Mountain, Nevada
 
I've done all of it by hand with a little assistance from grasshopper. I started from this image:

background_zpsow2ag3o1.jpg


(This was originally a PDF which I've flattened to upload). Essentially I extracted the contour lines, reassembled them (all 2,000+ were discontinuous, annoyingly) and then placed them at the correct elevation. Then I used a reasonably simple delaunay mesh triangulation component to break the contours into basically a point cloud and then triangulate a surface from it. I was worried this was going to be a really heavy process, but my computer did it in about 5 seconds. :bowdown: (32gb of ram). If there had been an easier way, I would have gladly done it. This took probably 60+ hours all told.

Next up is to do a lay up with some hardwood (not sure, maybe poplar) and mill the model on the 3 axis CNC.

By the way, here is a photo of the real site:
Yucca_Mountain_crest_north.jpg


Here is the terrain as extracted from google earth
render2_zpsetvipbq6.jpg


The google earth terrain is fairly accurate, but the resolution is only about 200'

Here is roughly the same shot of my new model, with 40' resolution
new_rendah3_zps5drtghys.jpg


Not totally finished yet, but getting close.

The site is Yucca Mountain, Nevada

edit* Sorry my phone keep posting blank message's booted the pc up..

Have i read this wrong you are going to make this into a physical model :eek: ?

Well i never seen anyone create such a terrain from such a bad source that is fantastic especially considering all the lines on that picture. i have no idea how you managed what you did kudos to the Eunos:D

By the quality i was almost certain Grome was used to make this, make me want to scrap my map now :bowdown:

Cannot wait to see the finished piece :cheers:
 
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I haven't decided yet. I think I would prefer to keep a layer of abstraction; adding textures might be a distraction from the project.
 
I finally found reference data for what happens to the torque curve when you use partial throttle. Apparently they're called "Torque Maps", or "Engine Maps" if anyone ever wants to search for this type of graph.

throttle_map.png


What happens when you use partial throttle is that the high rpm torque drops more than the low rpm torque, making the peak torque shift towards the low rpm range. In my script I let the torque curve simply scale with the throttle: torque = WOTtorque * throttle, where WOT = Wide Open Throttle. This meant that the peak torque was at the same revs regardless of how open the throttle was. Since that's obviously wrong, I had to go back to the drawing board.

Here is what I have so far. The solid line is WOTtorque, and then in descending order it's 75% throttle, 50% throttle, 25% throttle and 18% throttle (roughly idle throttle). The only plotted data is the WOTtorque, the other curves are simply maths applied to it, to try and recreate the torque map above.

EngineBraking = engineFriction + (vaccuumForce/idleThrottle*RPM)^1.5

torque = WOTtorque-EngineBraking*((1-throttle)*10/throttle)

torquecurve.jpg


The curves look pretty good, the only thing that's missing really is that the curves should level out as they approach 0 Nm.
 
I am starting to think you have a graph fetish eran0004

I do :)

I improved the formula by mapping the idle values and just let the computer interpolate between the values (the higher the RPM, the more biased towards the idle value, the lower the RPM, the more biased towards to WOT value)

torquecurve2.jpg
 
I do :)

I improved the formula by mapping the idle values and just let the computer interpolate between the values (the higher the RPM, the more biased towards the idle value, the lower the RPM, the more biased towards to WOT value)

View attachment 316357


Sweet how long before you can test it? As you was doing a re-write.

what's is the weird triangle shape? Reverse ?

blow it I am gonna try blender agin Ok to messege you if I get issues?
 
Sweet how long before you can test it? As you was doing a re-write.

what's is the weird triangle shape? Reverse ?

blow it I am gonna try blender agin Ok to messege you if I get issues?

I'm checking the maths in Excel and writing the script in Python, so it's not even in Blender yet. I'm going to have to write the script for clutch and transmission before it's ready for testing.

The weird triangle shape is the torque curve (or more like torque pyramid since there are so few data points) for 18% throttle, i.e. idle. In that graph it's indicating an idle speed of about 1800 rpm, but it's been changed now to about 950 rpm.

What's so great about this new approach I'm testing is that I don't need to worry about simulating engine braking, because it's all built into the torque curve. I imagine that it's going to make the script easier to run for the computer as well, since it doesn't need to do as much calculation as it used to.

Feel free to message me if you need some help with Blender :)

Edit: The engine script is complete and I've started on the transmission script!
 
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Sweet mate sounds good. Couldn't bear to put the pc on today If I am honest. I will download it tomorrow, Glad it's going so smooth for you :) I am sure it will pay off
 
Mr Le Lenny and Miss La Lani
La Lani is mad at Le Lenny because he doesn't throw away his toe nail clippings
You can add your own reason why La Lani is mad at Le Lenny.
mrlelennymslelani.png


Yes I was quite bored
 
@Eunos_Cosmo The path along the ridge in the photo is quite a strong feature, you could try to recreate it but you'll probably need more polygons to get it closer to the photo. I do like the top down shot in the last post, it looks like it could be a real image taken from a helicopter or something.
 
Grasshopper + Rhino for modeling
Vray for render

that's it.

Actually now that I think of it again, do you have a detailed topo map of the area? If you wanted a bit more smoothing, you could run the topo map through Photoshop and apply a High Pass filter on it. Apply that map as displacement on a higher resolution mesh in ZBrush or Mudbox, and then rebuild a lower resolution mesh again. Just an idea.
 
Epic Game's Done something really epic yesterday they released Unreal 4 engine for free and waived there $19.00 a month subscription how epic is that!!!!!!! In return for 5% royalty's and when you do the math it's a good deal.

I have been using unity3d free version for my project it is good but has a $70 a month subscription if you want pro , and pro is really needed to take a game to the next level. I am going to download it and have a play around and if everything work's out i think this would push my project to a more professional level it's something i wouldn't have thought i could afford

here is a link https://www.unrealengine.com/blog/ue4-is-free




EDIT!!!!

Well Unity3d has taken there site offline and there is now a link to utube with a live timer Something is going to happen i do not know... maybe a response to Epic's free unreal4 engine.
Also unity 5 has been in development, Maybe thats just got a release date who know's i am excited. Only 1 hour 55 to go


Edit2!

Yeah Unity5 released download is available now... a real dilemma now! do i update my project to Unity 5 or continue in 4 or Jumpship and learn Unreal engine :S

It's a good time for people to play around and learn a new skill all these free tool's wasn't available before without a big investment.
 
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It's amazing how 2 of the best game engines available to the public are completely free to use, I'll download Unity 5 but there's still so much to learn in UE4.


EDIT: The shaders in Unity 5 seem much better than before, I slapped something standard onto a model and already had something better than I ever had in Unity 4.
 
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It's amazing how 2 of the best game engines available to the public are completely free to use, I'll download Unity 5 but there's still so much to learn in UE4.


EDIT: The shaders in Unity 5 seem much better than before, I slapped something standard onto a model and already had something better than I ever had in Unity 4.


The event was cool they live demo 'd a lot of things and it seems a graphic leap also updated to physix 3.3 i think so better than the 2.1 ish that unity 4 had all in all top notch. Unreal engine 4.7 supposed to be even easier for visual developer's than unity , like you said it looks hard core to me
 
I had to try Unity 5 all i can say is its a whole lot of awesome ten minutes work got me this ... all in the standard Shader.

I Didn't have to use any other tools plugins or premium Shader asset's. It totally broke my current project 200 or so compiler error's so it's either fixing that or start again. But since the new physics are better and more complex a complete we-rite is in order, The other project will just be finished in Unity4.

Cant wait to see what @Peasantslayer 's screen shot's :D



xr2inunity5 front e.png
XR2 UNITY5 rearb.png
 
Well here's a quick screen for you @vasiliflame, the textures weren't set up for PBR so that's why the visor has no colour to it unlike my avatar. I have a black visor with a gold spec but with PBR all the colour needs to be in the diffuse map.

Normal maps seem to appear much more strongly than they did in Unity 4.

2w4bcbm.jpg
 
Well here's a quick screen for you @vasiliflame, the textures weren't set up for PBR so that's why the visor has no colour to it unlike my avatar. I have a black visor with a gold spec but with PBR all the colour needs to be in the diffuse map.

Normal maps seem to appear much more strongly than they did in Unity 4.

I highly suggest you try the refection probes there really cool and have a play with the image effect's too really put's the AAA wow factor on. i had a play around again last night made this , but as soon as fraps makes and appearance frames drop harshly but i probably could have optimized aswell.. but you can still see how the lighting and refection probes really add to a scene.

p.s i thought i replied last night but the message was still sitting here :banghead:



 
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