Hi.
Am building a 60's era space suit pressure gauge that I disassembled and miked the parts of some years ago. Am doing all of the screws first to get them out of the way (30). All in all, there are 73 parts. It's a pretty cool, compact device with a spiral spring, brass bellows, etc.
It should look pretty neat when finished even though everything is probably 95% your standard, brushed-metal look.
Here are some texture-check images of the screws in their positions in the gauge. Always amazed that MLT can make something "real" from something that's not real...Just a bunch of measurements and a digital model.
Mechanical Pressure Gauge
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
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We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
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- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
These look good to me. I'm curious, will you see all of the detail of all of these screws once they are in place? Seems like a lot of potentially wasted geometry.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Heheh...I think exactly the same thing. But I am going to have different shots of the thing, with some parts removed so you can see what's inside better, with screws lying around on the table in random positions. So rather than plan which screws I would need to texture, and which ones not, I'm just going ahead and doing everything, so I can pick and choose what I want for a shot, without having to worry about whether or not I textured something earlier. It's not really all that bad...Out of 30 screws, many are identical, leaving me with only 13 unique ones. Texturing screws goes pretty fast. If I run into GPU memory issues due to too much overhead, I'll just start dumping normal maps where they're not needed.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
More development.
3 of the long screws are not in the correct position, I think due to a current problem in v1.2x, with no solution as of yet other than trial-and-error shifting them around.
3 of the long screws are not in the correct position, I think due to a current problem in v1.2x, with no solution as of yet other than trial-and-error shifting them around.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
I really like the brushed steel effect you have going on! Can't wait for this to be finished, it's looking good so far.
Hey thanks, RealityFox.
It's moving along at a decent pace, considering each time I texture a part, I can't wait to see what it all looks like when I pop it into the scene. Makes it slow moving since I want to render every time I add something!
It's moving along at a decent pace, considering each time I texture a part, I can't wait to see what it all looks like when I pop it into the scene. Makes it slow moving since I want to render every time I add something!
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
It makes sense to render each part seperately for what you wanna do, it'll probably be worth it so look forward to it 

- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
It looks awesome. I am loving the surface. Care to share your settings? ( not sure if you're using Standalone or a plugin)
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |