Ratha (Indian Chariot) Project

My feelings about the Ratha unit project

  • I'm likely to USE this unit but can’t help the project

    Votes: 13 68.4%
  • I can CONTRIBUTE skills/computer time to the project

    Votes: 4 21.1%
  • I'm willing to COORDINATE a major section of the project

    Votes: 2 10.5%
  • I think the whole proposal is Lame / IMPOSSIBLE

    Votes: 0 0.0%

  • Total voters
    19
  • Poll closed .
800 faces? Nothing else? ;)
So, how's it going? I managed to get past Semiotics (the correction criteria are dreadfully low) so, well... I'm making walls and gates for now.
 
The Blender 2.49b release log has something called projection painting:

Painting in the 3D view has been improved to support projection painting which allows you to paint directly onto your model without having to worry about UV mapping or seams.​

Do you know anything about this? I'm still using 2.49a.
 
800 faces? Nothing else? ;)
So, how's it going? I managed to get past Semiotics (the correction criteria are dreadfully low) so, well... I'm making walls and gates for now.
Congrats on passing that academic hurdle. I'm following your work on static models with interest. There are a lot of opportunities for city sets (etc.) that you may want to take advantage of. apparently while I was off celebrating the annual burn meat and blow something up festival the BCS team overcame the burglary-related road-block & I've got some work stacked up.

I'm starting the effort to shift my daily schedule to accommodate both an increased work-load & dedicated time for personal projects like this and my scenario work.
The Blender 2.49b release log has something called projection painting:
Painting in the 3D view has been improved to support projection painting which allows you to paint directly onto your model without having to worry about UV mapping or seams.​
Do you know anything about this? I'm still using 2.49a.
Your post is the first I've heard of it. I've now downloaded the newest version. Projection painting looks like an effective tool for working with objects that have complex textures. The shrink-wrap feature may be of use in making clothes for the paper doll as well as other models.

Have you made any progress in sorting out the few remaining problems with the model?
 
Congrats on passing that academic hurdle. I'm following your work on static models with interest. There are a lot of opportunities for city sets (etc.) that you may want to take advantage of. apparently while I was off celebrating the annual burn meat and blow something up festival the BCS team overcame the burglary-related road-block & I've got some work stacked up.
I'm starting the effort to shift my daily schedule to accommodate both an increased work-load & dedicated time for personal projects like this and my scenario work.
So you got the work gig, congrats!!!
Oh waitz... you've been burgled?
Blue Monkey said:
Your post is the first I've heard of it. I've now downloaded the newest version. Projection painting looks like an effective tool for working with objects that have complex textures. The shrink-wrap feature may be of use in making clothes for the paper doll as well as other models.
That looks interesting, but it'd help if they also uploaded which keys and mouse buttons they were pressing! :crazyeye:
Guess I'll have to do a backup+install tomorrow morning and find some tutorials, too.
Have you made any progress in sorting out the few remaining problems with the model?
Yes sir!!!
  • The mystery line is still mysterious, but I've detected an internal face causing at least part of the problem:


    And, once that face is removed and the surrounding lines re-merged, it's gone:


    (wireframe view does miracles)
    The best thing is, I didn't create another mystery line in deleting the original ones!
    hyppy.gif

  • The yoking poke is gone now:

Now, as for the weapons' size... what do you want to do? Make new weapons or thicken up the existing By what factor?
 
So you got the work gig, congrats!!!
Oh waitz... you've been burgled?
One of the peculiarities of going from intern to employee in the middle of a project is sorting out compensation & negotiating contracts. Naturally the day I showed up ready to broach the topic is the morning everyone was in a daze because the night before a crew selectively cleaned out the entire 5 story building where we sublet a tiny office & a couple of cubicles. Ball-park figure: $500,000 in high-end equipment gone from the building. The $10,000 worth stolen from us was all purchased by the partners at their own expense to jump-start the company, so there are no funds to get fully up to speed again before the insurance settlement. Fortunately all files existed elsewhere & most of us have home machines (except for the people who left their laptops in the office overnight).
The mystery line is still mysterious, but I've detected an internal face causing at least part of the problem... The best thing is, I didn't create another mystery line in deleting the original ones!
The final 25% of work on the sword* was looking for miniscule hidden faces and individual vertices that were overlaid rather than combined. They were causing a big chunk of the problems with the normals. The other part was normals that were inverted in mirroring parts of the model. The kind of sweat equity you've put in is the real way to learn a complex tool.

Now, as for the weapons' size... what do you want to do? Make new weapons or thicken up the existing By what factor?
Definitely keep the weapons you've made. Someway back I mentioned fattening them up like the weapons available for the PDM. Uthahjazz7's bow or sword, for example. Just bring them into blender for comparison beside your weapons. I think you'll see how to thicken what you've made in the appropriate dimensions. There are additional props available by others if you need further comparisons.



*Sword as used in company promo for a class taught by my boss
Spoiler :
swordacademy.jpg
 
One of the peculiarities of going from intern to employee in the middle of a project is sorting out compensation & negotiating contracts. Naturally the day I showed up ready to broach the topic is the morning everyone was in a daze because the night before a crew selectively cleaned out the entire 5 story building where we sublet a tiny office & a couple of cubicles. Ball-park figure: $500,000 in high-end equipment gone from the building. The $10,000 worth stolen from us was all purchased by the partners at their own expense to jump-start the company, so there are no funds to get fully up to speed again before the insurance settlement. Fortunately all files existed elsewhere & most of us have home machines (except for the people who left their laptops in the office overnight).
:run: AAAAAAAAAAAAAAAAGGGHHH!!!!
Well, could have been worse.
fc4c73ee-2af9-11de-9c23-001ec94d5d3f.png

Blue Monkey said:
The final 25% of work on the sword* was looking for miniscule hidden faces and individual vertices that were overlaid rather than combined. They were causing a big chunk of the problems with the normals. The other part was normals that were inverted in mirroring parts of the model. The kind of sweat equity you've put in is the real way to learn a complex tool.
Don't I know it...
If you look at the wireframe pics in the 3d thread, you'll see that there's a lot of internal faces that get deleted -not very noticeable in the previews because of overlapping lines- and it also helps keeping the file size down. ;)
Blue Monkey said:
Definitely keep the weapons you've made. Someway back I mentioned fattening them up like the weapons available for the PDM. Uthahjazz7's bow or sword, for example. Just bring them into blender for comparison beside your weapons. I think you'll see how to thicken what you've made in the appropriate dimensions. There are additional props available by others if you need further comparisons.
I see... well, first I'll have to dig into the 2.49b upgrade (I don't have the guts to go all the way to 2.5 alpha yet) and then I'll try comparing them...
 
I've been playing around with the merge vertices tool. What's the difference between 'collapse' and 'merge at center'?
 
I've been playing around with the merge vertices tool. What's the difference between 'collapse' and 'merge at center'?
The best I can suggest is to experiment with them. To quote blender.org: "Collapse can be used to reduce set of topologically connected edges or faces to a single vertex." Merge at center, as suggested, places the resulting vertex at the center of the XYZ spatial relationship of the merged vertices. I was taught to merge, never to collapse. I think collapse might be useful because selection could be in edge or face mode, rather than selecting vertex by vertex.
 
Well, I tried extruding a cylinder, then extruding a mid-section -distance 0, they'd overlap- and then either merging at center or collapsing yielded exactly the same result.
 
Well, I tried extruding a cylinder, then extruding a mid-section -distance 0, they'd overlap- and then either merging at center or collapsing yielded exactly the same result.
You don't say much about the poly count or what was selected. Try with selecting vertices & the same object with faces - 4 trials altogether since you'd merge verts, collapse verts, merge faces, collapse faces. Maybe they accomplish the same thing - maybe there is some subtle difference that only becomes apparent with more complex situations.
 
Well, that was collapsing a single vertex ring. The only difference I've been able to spot is that when collapsing you remove extra vertices, even though the result is apparently very much the same.
It's 319 for collapsing, and 320 for collapsing (one single ring, 320 vertices... I wanted to divide the vertical edges to be able to divide into more sections, but i apparently divided everything :blush:).
When merging two rings, two consecutive rings, at center, I removed 640 vertices, but when collapsing the same rings it removed 960 vertices, exactly 50% more. :confused:
When merging three rings, however, I removed 960 vertices but collapsing them removed 1600 vertices. :confused: :confused:
 
viheltely.gif
So, um… how's it going?
 
http://foorumi.haistapaska.com/images/smilies/WTH.gif… right-o. That's very easy to do. In Edit Mode, select the wheels and axles, leave them selecte, go into Object Mode, duplicate the object (Shift+D in Windows, not sure about the Mac version), move it away, back into Edit Mode, invert selection (Ctrl+I in Windows) delete all vertices, go back to the original object's Edit Mode, delete the wheels and axles. Presto pronto!
 
http://foorumi.haistapaska.com/images/smilies/WTH.gif… right-o. That's very easy to do.
So I guess that the model maker can produce a version ready for uv maps & animation without too much trouble. ;)
 
But I shall be happy to give thee an opportunity to test thy skills, my young apprentice… [/Sidious]
 
Have you separated them yet? Please say so because my next exam batch starts week after next so it's now or never.
 
Have you separated them yet? Please say so because my next exam batch starts week after next so it's now or never.
Quoted for truth:
Need the wheel/axle assembly separate to proceed.
That's very easy to do.
So I guess that the model maker can produce a version ready for uv maps & animation without too much trouble. ;)
With an additional reminder that you are the model maker. It's up to you to finish the model. I've said before that my creative priorities are (1) job (2) steampunk project (3) my own projects. ATM that pretty much means there's only time for a little bit of (2) and none at all for (3). If you want me to finish your model for you then that's going to be in the 3rd category.
 


Wheels and axles separate, suspension still part of the chariot mainframe as it doesn't move with the wheels? Anythign else before shipping time?
 
In general, I would have any part of the ratha which you want to move be a separate object.
Wheels and axles separate, suspension still part of the chariot mainframe as it doesn't move with the wheels? Anythign else before shipping time?
That's the way I understand what utahjazz7 said. I don't think the pennant needs to be seperate since its movement can be handled as part of the armature for the main body. I'd recommend keeping it simple by doing two pieces: a front wheels + axle & a rear wheels + axle. That way only two more things to animate. Then I think it's ready to seam & layout the uv map. If you don't want to tackle that just post the model. I will get to it. Eventually. It's a critical unit for my mod.
 
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