Figured it'd be good to practice a bit more hardsurface modeling for a change. Traditional modeling with blender in this case.
Found this model of a retro camera from japan called Yashicaflex.
The whitebox is complete now off to detailing!
Very small update on the lantern. I didn't really work much on it this week but it was fun figuring out the solution for the handle.
Here a short timelapse. The lever that pulls up the glass container will definitely be the biggest challenge to tackle but I already got some ideas how to approach it. :)
Hi,
I've been working to improve my skills in houdini again and decided to work on a generator for old oil lanterns as practice.
I made a gif of the more interesting part of this generator.
The wires around the lamp will automatically adjust the shape of the glass. The way I created the wires is as follows:
Two starting points at the bottom will sent out a vector and I will grab the last intersection with the glass to create a line around the glass. Then I resample the result and have the line project onto the glass with a ray node. I also add some nice break up noise to the wire in a vop node while masking its starting points.
I'm not finished yet as there are some parts missing so there is more to follow soon. :)
I continue to create different features of the window generator.
In this gif you can see the trim around the window. So far I created a quadratic variation of it, later on I wanna use the original shape to create the trim as well. The trim is based on the bounds of the original curve that's used for distributing any shapes inside it.
In the following gif you can see two sweeping curves interpolating between each other based on a ramp. I build my own sweeping node based on VEX for this because I wanted to be able to transition between shapes. So far this only supports two shapes though.
These two very different shapes are interpolating. The way this works is that the curve that has a higher point count will project its points onto the curve with less points and then a for loop will transition between both points positions. These then will be copied to the points of the back bone curve based on the float values of the ramp from 0.0 (Shape 1) to 1.0 (Shape 2).
The glasses and grilles are really not that complicated, I reused some older wrangles to generate a grid for the grilles but this method works independently. A showcase can be seen in the gif. The example shows one of the circular window features.
I learned a ton from these tasks indeed! :)
An overview of what is planned right now (could be extended):