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scotths Summer Compo (non)-Entry -- Del's Pump | Fill | Food
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scotths
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Joined: 11 Aug 2008
Posts: 15
Location: Albany, CA, USA

PostPosted: Tue Aug 26, 2008 3:26 am    Post subject: scotths Summer Compo (non)-Entry -- Del's Pump | Fill | Food Reply with quote

Hi all,
I'm new around here -- thanks for the invitation to join the competition. My entry will be a route 66 theme with a twist. So far, I have mostly been learning DeleD, but I have gotten far enough to at least get a working thread started. So, here is the first part of it -- an old-fashioned gas pump.



I'm using the Lite version and I am not certain how to start the uv map for this, but hopefully I will get it working OK soon enough. Look for more from me soon, there isn't much time left and I've only just begun.

Thanks,
Scott
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Last edited by scotths on Fri Sep 12, 2008 6:47 pm; edited 1 time in total
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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Tue Aug 26, 2008 4:10 am    Post subject: Reply with quote

Great model.
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Jeroen
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Joined: 07 Aug 2004
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PostPosted: Tue Aug 26, 2008 6:11 am    Post subject: Reply with quote

That looks terrific.
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Tue Aug 26, 2008 9:06 am    Post subject: Reply with quote

With a little paint and glass, that would look like the real one. Great going. Smile
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Mr.Fletcher
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Joined: 07 Aug 2004
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Location: Germany

PostPosted: Tue Aug 26, 2008 9:52 am    Post subject: Reply with quote

Oh god, I guess I'll have to start modelling harder.
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scotths
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Joined: 11 Aug 2008
Posts: 15
Location: Albany, CA, USA

PostPosted: Tue Aug 26, 2008 5:01 pm    Post subject: Reply with quote

Thanks for the comments! Now if I can just go ten times as fast maybe I will finish this whole scene in time.
Scott
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scotths
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Joined: 11 Aug 2008
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Location: Albany, CA, USA

PostPosted: Wed Aug 27, 2008 9:37 am    Post subject: Reply with quote

Here are a couple of updates. First, a concrete island for the pumps to sit on. One of the nozzles will be held which is why it is floating right now.




Second is the requisite umbrella. This will be part of Del's "living room":



More soon.
Thanks,
Scott
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mappy
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Joined: 18 Aug 2005
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Location: France

PostPosted: Thu Aug 28, 2008 5:26 pm    Post subject: Reply with quote

Nice models scotths !
But are you sure you need so many polygons for the umbrella ?
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scotths
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Joined: 11 Aug 2008
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Location: Albany, CA, USA

PostPosted: Fri Aug 29, 2008 4:08 am    Post subject: Reply with quote

Agreed! Here is some cleanup -- I could do more. I am still trying to find an efficient workflow in DeleD. More later.



Thanks,
Scott
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Jeroen
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PostPosted: Fri Aug 29, 2008 6:14 am    Post subject: Reply with quote

Ah, have you tried the Optimize function too?
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scotths
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Location: Albany, CA, USA

PostPosted: Fri Aug 29, 2008 6:12 pm    Post subject: Reply with quote

Thanks for the great tip! I'm still trying to fit as much in info in my head in a short time that I can and reach for the sledgehammer whenever I run short on knowledge.
Thanks,
Scott
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scotths
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Location: Albany, CA, USA

PostPosted: Mon Sep 01, 2008 2:49 am    Post subject: Reply with quote

I'm picking up a little bit of speed, feeling more comfortable with navigating around the interface and making better selections of what items to model. Here are some more props for my scene.

Paper lantern:



A cinder block:



An old brittle astroturf mat:



A satellite dish for the roof of the abandoned gas station:


Hopefully, I will get enough pieces done to start putting together a first draft of the entire scene by the end of the long weekend.

Thanks,
Scott
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Daaark
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PostPosted: Mon Sep 01, 2008 3:07 am    Post subject: Reply with quote

What are those extra edge loops for in the cinder block?
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scotths
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Joined: 11 Aug 2008
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Location: Albany, CA, USA

PostPosted: Mon Sep 01, 2008 3:33 am    Post subject: Reply with quote

Those are just slight bevels, so that the edges are not so hard. I'll be putting a little highlight there in the texture -- it especially helps in distinguishing the main planes of the object in real-time lighting situations. I also may end up trying to bump this up to next-gen level after this competition and normal maps don't like 90 degree angles.

That's the thought anyways.

Thanks,
Scott
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Daaark
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PostPosted: Mon Sep 01, 2008 3:50 am    Post subject: Reply with quote

DeleD doesn't support normal maps, and it's a low polygon modeler. Your bevels in the cinder block might go to waste in a big scene, as no one is going to see them, and it will slow down DeleD when you have way a few tens of thousands of polygons.

edit: I really love that paper lantern.
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