MUV Final post – Problems and other stuff.

I didn’t really encounter any problems in my build, I found it to be pretty consistent in that its just getting things to line up. Probably my only two problems was getting the hatches on top of my vehicle to open from the outside edge and on a horizontal axis. I solved the first part by using path cut to cut the object in half so as that half of the object was invisible. It still rotates from the middle, half of it is just invisible so it looks like the outside edge. The second part of my first problem was getting it to rotate on the horizontal axis. After looking through the script code, I realized there was a group of co-ordinates that only had booleans in them e.g. (0.0, 1.0, 0.0). So I just changed it so instead of the ‘X’ axis being true, I made the ‘Y’ axis true and that fixed it.

My second problem was easily fixable, it was just I didn’t know how to upload a texture so other avatars could view it. Isa helped me with this and I have now uploaded three textures for my project.

ss+(2015-06-17+at+06.49.56)
Final Build

So here is my final version of my build. It does look a little rough, but I am very happy with how it turned out. I am also very happy I was able to fulfill every required specification that was on the marking schedule, as I wasn’t completely sure about how was going to fulfill one or two things. So thanks to Arwena and Isa for the awesome semester.

Advertisements

Current Progress

The main chassis has now been built and the turret has been constructed but not fully textured. Here’s a list of what requirements have currently been filled out.

    • A minimum of 50 and a maximum of 300 prims used in the construction

This has been done, currently I have 65 objects, so that’s at least 50 prims.

    • At least three different primitive types (i.e. Sphere, Torus, etc.)

This has been done.

    • At least four different forms of prim manipulation (i.e. Cut, Twist, etc.)

I have used path cut on the top hatches, hollow on the turret, slice on the view ports, tapper for the different angles of armor. There are more, but that’s at least four so that can be ticked off

    • The use of different textures and colours throughout the build with consideration given to using appropriate textures, texture repeats, offsets and rotations

I have used a fishnet texture on the tires, and darkened them up to make it look like a tire, I have used the green metal on the axis for the wheel that have also been darkened up. I used a denim texture on the underside that has been darkened up. I also have a blog post on some of the textures I made.

    • At least two different texture manipulations (i.e. Glow, Shininess, etc.)

I have used glow on the headlight,  I also used full bright on the headlight too as it gives the light a foggy look.

    • The appropriate use of multiple textures on a prim

I have done this by editing multiple faces, the best example would be on the headlights, I used a wire mesh on the front of the headlight and a solid metal texture on the back of the hemisphere.

    • The appropriate scale for purpose both in construction and texture use

I think my build is pretty reasonably scaled, as I took measurements and implemented them in my build for my planning stage. At this stage I have done completed the first load of tasks. I am happy with how it has gone so far. The second lot of things I need do are as follows:

  • A scripted change in colour

Not done, I think I may do this some how, I’m not sure yet.

  • A scripted change in texture

Not done

  • The use of at least three textures with transparency

I have: The hubcaps on the tires, The mesh on the cages on top, and the headlight front.

  • An animated texture

Not done

  • An instance of a prim with Flexible Path

I have done this on both of the aerials.

  • An instance of a prim with Light

The headlights have a light effect.

  • Prim movement through scripting

I have used this on the top hatches to open them.

  • The use of at least two sculpties

I have used a scupltie of a stick of dynamite. I think this could be considered accurate as German tank crews carried dynamite to destroy their vehicles when they were damaged beyond easy repair so as they didn’t fall into enemy hands.

My Second sculptie is a fire extinguisher located near the engine deck. This would also be accurate as engine fires were very common on fighting vehicles and tanks/armored vehicles carried fire extinguishers.

  • An appropriate particle system

I have used a smoke particle on the exhaust pipe and the  end of the barrel. So far I have done 5/6 of these requirements. I am very happy with my progress so far. Here’s what it looks like so far.

Armament

The main armament used on the Sd.Kfz is the FLaK 38 20mm cannon.

flak38_003

Here is a picture of the type used on the Sd.Kfz. There are other types such as the Flakvierling and the one with a gunshield. The flakvierling has four cannons arranged in a square so that it can put out 4x the fire power.

For my build, I think this shouldn’t cause too many issues to build, as it’s mostly cylinders. I can make the muzzle out of a cone and the body out of cubes.

As for the secondary armament, the MG34, this should be a little harder but not by much as its more textures than anything else. This is what it looks like:

33-machine-gun-mg34-on-bipod

I need to make a texture that looks like a lot of holes for the barrel, other than that, I can make the prims required and assemble them in this easily.

Textures

I had a go at creating some textures. One for the hubcap on the wheels, and one for the chassis and turret Camouflage. If I make any more I’ll be sure to post them here as well.

Hubcap
Hubcap
Camo
Camo

I am quite proud of the camo one, as it tessellates which means it repeats every time a new square of it is applied to a prim.

UPDATE: I also needed to make a texture for one of the gun’s barrels. This is it here:

mgbarrel

How I will fulfill the details of the build.

For my build I need to fulfill the following requirements:

    • A minimum of 50 and a maximum of 300 prims used in the construction

This shouldn’t be too hard, as I’ve reached the limit many times on accident, shouldn’t be too tricky on purpose

    • At least three different primitive types (i.e. Sphere, Torus, etc.)

I have three different kinds of prims in my wheel alone, a cylinder, a torus and a ring. This has already been done.

    • At least four different forms of prim manipulation (i.e. Cut, Twist, etc.)

I’ve done one of these so far, the hollowing on the ring, altering the size on that. I’m not 100% sure what else I’ll do. I’ll probably use hollowing on the barrel of the main gun, other than that I’m not sure. I’ll write it down as I go

    • The use of different textures and colours throughout the build with consideration given to using appropriate textures, texture repeats, offsets and rotations

This is being done.

    • At least two different texture manipulations (i.e. Glow, Shininess, etc.)

I’ve used full bright on the wheel so far to make the rim an appropriate texture

    • The appropriate use of multiple textures on a prim

Not sure how I’ll carry this out, maybe have a talk with Claire about it.

    • The appropriate scale for purpose both in construction and texture use

I’ve taken messurements and am scalling appropriately.

Heres the second lot of things I need to fulfill

  1. A scripted change in colour
  2. A scripted change in texture
  3. The use of at least three textures with transparency
  4. An animated texture
  5. An instance of a prim with Flexible Path
  6. An instance of a prim with Light
  7. Prim movement through scripting
  8. The use of at least two sculpties
  9. An appropriate particle system

These are the ones that I only need six of. Here are the six I will do and how I will do them.

  • The use of at least three textures with transparency

I can do this by making view ports transparent, the mesh on the top of the turret has transparent components, and part of the wheel will have a transparent part.

  • An instance of a prim with Flexible Path

I can make the aerial have a flexible path.

  • An instance of a prim with Light

Headlights.

  • Prim movement through scripting

Opening of the top mesh.

  • An appropriate particle system

Smoke from the exhausts or gun barrel.

Currently I’m not sure what to do for the 6th and final requirement, however I do have a couple of weeks to think about it so that’s OK. I’m sure I’ll be able to come up with some thing and will post any updates here.

UPDATE: I ended up using some sculpties to fufill the final requirement that I needed.

Sd.Kfz 234 Measurements

Here are some measurements I took in Photoshop, hence the unknown unit. The use for these is I can for example, times each measurement by 20 and use the measurement tool under the object tab to enter in the units by hand. All measurements are rounded to 1DP.

Heres the blue print I used to messure.
Heres the blue print I used to messure.

Chassis Height 88.2
chassis width 122.3
Chassis height off ground: 21.9
Chassis Length Until upper glacial plate
Upper glacial Plate length 35.8
Lower upper glacial plate 18.3
Engine Deck length 119.5
Back observation port plate 11.1
Turret ring Length 111.3
front observation port plate 11.1
Lower Glacial plate 30.5
Lower lower glacial plate 28.2
Skirting extrusion 12.24
bottom corners width (side to side) 27.7
“” “” “” “” Skirting to skirting 53.4
receiving aerial length 75.3
Emitting aerial length (72.1) Spurs (35.9)
Turret base width 86.2
Turret Height 13.5
base length 95.3
top length 81.1

Wheel diameter 56.7
Dist. between 1st and 2nd wheel centre 68.2
“” “” “” 2nd and 3rd centre

“” “” “” 3rd and 4th centre 69.6

Divide all measurements by 37.8 to get the measurements in second life units.

I can now use the position tool to carry out the measurements between each part. I am happy with how this is going so far.

MUV601 Assessment 3 – Initial Planning.

For my final project for MUV601, I would like to build an armoured fighting vehicle. I was thinking of doing a Panzerkampfwagen V auf. G (Panther Tank, model G) at first, but was worried about how I would fill the specifications that were required have now decided to do a Sonderkraftfahrzeug (Sd.Kfz) 234/1 with the 20mm cannon over the 50mm cannon, because I can use a clear texture on top of the turret, whereas the 50mm version has a solid turret. I think I would be going down the visual complexity path because that is what interests me and what I think can apply to my vehicle better. I will probably need to find a cross-sectional model or a blue prints version that I can measure and scale down so as that my prims can be the correct ratio to each other.

BLOOOOOOOOOOOOOOOOOG

I have a fair idea of how I would fulfil six of the nine requirements that are needed. I am definite about five but need to make my mind up about the last remaining requirement. The five I am definite about are:

  • The use of at least three textures with transparency (Top of roof, mesh, wheels)
  • An instance of a prim with Flexible Path (Aerial)
  • An instance of a prim with Light (headlight)
  • Prim movement through scripting (opening of hatches and storage compartments)
  • Appropriate Particle system (Muzzle flash)

I found blueprints:

sdkfz234-2-puma-armoured-carSd.Kfz .234 [LIMITED to 500px]

I can measure them to figure out the sizes of each prim I want to use, the overall length and height and the angles of the main chassis.

ay yo