Eric2575 Posted June 24, 2009 Posted June 24, 2009 The original Nautilus I modeled was one of my first models I did in AM. This one is a new version I am working on that will be used to make a 4 foot scale model. Quote
agep Posted June 24, 2009 Posted June 24, 2009 Very nice work Eric, great details. And now for the inevitable question. Can you please show us the wireframe? I am curious of how you solved some of the details Quote
steve392 Posted June 24, 2009 Posted June 24, 2009 Nice detail ,even got the rivets on the porthole,very nice Quote
Hash Fellow robcat2075 Posted June 24, 2009 Hash Fellow Posted June 24, 2009 Looks great. I've often thought that Disney movie is the first "steam punk" film but I never hear it get mentioned in that regard. Quote
Zaryin Posted June 24, 2009 Posted June 24, 2009 Wow, that is looking beautiful so far. Are you going to texture it as well? Quote
John Bigboote Posted June 24, 2009 Posted June 24, 2009 4 foot model? SWEET! You forget to mention 'radio-controlled'... Quote
Eric2575 Posted June 24, 2009 Author Posted June 24, 2009 Thanks for the comments. Here is a wireframe with disclaimer: The hull is sectioned into that many patches for a reason - this was modeled after a detailed scale plan I drew, that will be used in the physical construction of the model. Since this will be a real model with real bulkheads, I decided to model them in CG also. There is a separate model of only the bulkheads in all their glory. One more thing, the ram is left over from the old model as can be seen by the great number of splines to make that little thing. It will be changed too. Stian, I feel that this wireframe is a bit large and too general. If you want detail shots of any section, just let me know. Finally, I included a design study of what the sub would look like if constructed out of brass wire - see pic below. Eric Quote
Eric2575 Posted June 24, 2009 Author Posted June 24, 2009 John: The first iteration will not be radio controlled since I will construct it out of metal. To be specific, brass. Quote
agep Posted June 24, 2009 Posted June 24, 2009 Thanks Eric. The wireframe you uploaded is more than enough. Very nice and clean wire. The brass render is awesome! If you plan on making a real version of it, please make an thread about it. It would be fun to watch the process Quote
pixelplucker Posted June 25, 2009 Posted June 25, 2009 Sweet! I actually have blueprints to that somewheres, never had the extra time to model it. Great Job! Quote
TheSpleen Posted June 25, 2009 Posted June 25, 2009 wonderful details! I am impressed. I am considering making the 1966 Batmobile from the TV show. But my skills tell me no LOL Quote
Hash Fellow robcat2075 Posted June 25, 2009 Hash Fellow Posted June 25, 2009 I wonder what the intended function of that little bit of rotini pasta at the bottom is? Quote
Eric2575 Posted June 25, 2009 Author Posted June 25, 2009 That piece of pasta is called the speed screw. Sorta like a speed indicator on an airplane, except under water Quote
Tralfaz Posted June 25, 2009 Posted June 25, 2009 Really nice job on the Nautilus Eric. I have a book on Special F/X from Starlog Magazine. It has the blueprints to the Nautilus from the Disney movie. It has cross-sections diagrams and photos. If you are interested, I see if I can dig up the book and can scan them for you. Al Quote
Gerry Posted June 25, 2009 Posted June 25, 2009 That's a beauty of a model, Eric! Nice work for a "contributor"! Quote
Eric2575 Posted June 25, 2009 Author Posted June 25, 2009 Tralfaz, I would love to get a copy of those. The higher rez the better. Do you Skype? Gerry, us "Contributors" have got to stick together, although I might soon be demoted to waterboy Quote
Tralfaz Posted June 26, 2009 Posted June 26, 2009 Hi Eric, Here are the scanned images from the book I mentioned. It has the blue prints with cross sections, some photos of the Nautilus under construction, and a couple of finished photos. Sorry, I don't Skype. Seems like the older I get, the less I like technology! (This view on life doesn't fit in well with my profession of being a computer programmer... ) Al Quote
Eric2575 Posted June 26, 2009 Author Posted June 26, 2009 This is great stuff Al. Thank you so much Eric Quote
williamgaylord Posted June 26, 2009 Posted June 26, 2009 Eric, I happened upon this web site that might interest you: The SubCommittee I was looking for pictures of this 18' "manned" model of the Nautilus: Pat Regan's Nautilus Not as authentic a replica of the Disney Nautilus as your model, though (the pasta bit is missing). And the interior is not what I would call "lavish". I'll be really interested in how you fabricate the brass model when you do. Quote
Eric2575 Posted June 26, 2009 Author Posted June 26, 2009 Bill: I have perused both of those sites in my research of this model. But thank you anyway. You never know what I might have missed. I wonder if I could start a build thread under Special topics if I make sure there are plenty of references to my Nautilus model? Here is a render of the Nautilus lifeboat also known as the Skiff. Quote
Eric2575 Posted June 29, 2009 Author Posted June 29, 2009 Update: The prop is completely remodeled to be much more accurate, modeled the stairwell leading into the Nautilus, detailed more of the deck and reworked the side fins among many other things. Quote
Zaryin Posted June 29, 2009 Posted June 29, 2009 That is totally impressive. I need a patch count and render time . Quote
Eric2575 Posted June 29, 2009 Author Posted June 29, 2009 I'll get both for you, but remember I am modeling to make this a real object, so I am not too worried about patch count. Quote
Eric2575 Posted June 29, 2009 Author Posted June 29, 2009 This is somewhat unusual, but the total patch count right now is exactly 17,000 - no kidding. I'm surprised by the even number. I'll re-render the larger view of the Nautilus since I have made several changes and then I'll see what the time to render will be. I am using 30% AO with 16 passes and one key light. Will post once completed. Quote
Admin Rodney Posted June 29, 2009 Admin Posted June 29, 2009 Wow. I'm impressed by your patience. There is some serious detail there. Looking great Eric! Quote
Eric2575 Posted June 29, 2009 Author Posted June 29, 2009 The patch count is actually 14530. Once I started the render, I noticed some artifacts and re-examined the model. There were some duplicate splines that I missed when I did a copy paste operation of the lower hull details. The total time to render with 16 pass AO at 30% with one key light at a size of 1920 x 1200 is 51 minutes. Again, I'm not worried about time or patch count since I am trying to get a very accurate and detailed version of the Nautilus. Note the working Skiff (lifeboat) covers. Quote
Tralfaz Posted June 29, 2009 Posted June 29, 2009 Holy crap on a cracker!! Gorgeous model you've got there. Good looking render that brings out the fantastic details in the model. Al Quote
Eric2575 Posted June 29, 2009 Author Posted June 29, 2009 I'm happy to leave you with a bit more mundane imagery than you are leaving for me, Al Quote
Zaryin Posted July 19, 2009 Posted July 19, 2009 The detail is incredible. Excellent job! NURNIES!!! Quote
pixelplucker Posted July 19, 2009 Posted July 19, 2009 Amazing model but I have one question.. The pipes on the bottom supposed to have flat hexagognal sides? I used the the sweeper for pipes and seems to work best from top view projection. Also helps if you add an extra segments slightly offset so the inside profile doesn't overlap. Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 First of all, thank you for all the great comments, it makes it all worthwhile. In short, yes, the pipes are just as they are supposed to be according to all the Disney plans, straight and hexagonal. That's good tip though on working with sweeper and a nice diagram to boot I've started on a revised rivet pattern and am having a bit of trouble. When I do a quick render in the modeling window, the displacement map for the rivets comes out great. When I do an actual render with AO, the part that has the displacement map has grainy artifacts all over it. Before I post the problem, I'm going to experiment a bit and try to figure this out. Probably something to do with the jpg. Eric Quote
pixelplucker Posted July 19, 2009 Posted July 19, 2009 Try bump mapping? little things like that might work better as a bump. I was making some mug models that had complex raised scroll work and someone here suggested bump map instead of displace and it does work better in many cases. I don't think you can use the bake option with displacements either so keep that in mind. Someday I'll be cool and have 15f for my cd release... someday..... Quote
agep Posted July 19, 2009 Posted July 19, 2009 Probably something to do with the jpg Don't use jpg's, they have compression artifacts that displacement map doesn't like. Use Targa. Nice update by the way Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 Bump mapping is an option I will consider, but I would still like to know if displacement maps and AO don't mix. I even tried a plain 128,128,128 gray jpg as a displacement map - it should not have done anything to the mesh - and it came out the same as all the other tests, major artifacts. Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 It's gonna take a bit because I am rendering with bump right now and it's looking pretty good. I already took the bump map and converted it to a tga file. That will be the next render as a displacement. Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 My edit post function doesn't work, that's why all the new posts. Here is the partial bump render. The rivets are just a bit too small, but this will suffice for the test. Next up the displacement render with the TGA. Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 I'm at a loss right now. No difference when using tga. I also tried it on a simple one patch plane and it was the same. Normals are pointing out as they should. Quote
Eric2575 Posted July 19, 2009 Author Posted July 19, 2009 Well, if anyone can repeat a simple test using a displacement decal with AO that doesn't cause any artifacts, I'd sure like to see it. The project file with included decal would be nice. Quote
agep Posted July 19, 2009 Posted July 19, 2009 Can you upload the displacementmap used on the last render? I would like to inspect it Quote
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