The group planned this to be the final week for all modelling to take place, so I was needing to up the pace and add in the final parts to my section of the pump
By Thursday 12th November, we aimed to merge all of our modelled sections together and see how well our individual scaling held up!
This is the progress I made in order for my part to be completed within that time frame - below this collection of screen-shots I have also supplied a selection of textures that will be mapped onto the various sections of the model (mine first as I have only the gauge lever and dial needles to animate, whilst the other guys animate the main pistons and connecting rods/shafts, along with the wheel itself in the centre)
Before I wanted to continue, I had a quick checkup on the scaling of certain objects making up the complete model - namely the gauge-pipe
I had a feeling, when checking it up against the many reference photos I have, that the final curved section leading to the t-junction was too long and the 'u-bend' went too far downwards, so I de-attached the pipe from the other section and, as shown here, selected the 'Polygons' I didn't want (keeping to the "Front" view, I could make sure the selection cursor was 90degrees to the Polys, avoiding any unneccessary selection/deletion of Polys had I been in the "Perspective" viewport)
I needed then to make progress on the bolted attachments and fittings that would secure the regulator piping and ducts to the main casting that housed the left-hand pistons and con-rods
Basically, it was a case of using a conbination of 'Standard' and 'Extended Primitives' like the 'Cylinder' shown here, which will be cloned and extruded in both activities to lead down into the symmetrically cone-shaped bolted attachment mentioned above - this object was extruded from a 'Spline' called 'Ellipse', again to a set scale
'Merging' in the 'nut_bolt objects' once again, I placed these onto the bolted casing-fitting and made sure they were lined up against the reference images, the added items like grease/oil stains and paint chips will be noted when application of textures takes place next week - note I have also taken it upon myself to rotate the junction leading from this attachment to gain a better sense of positioning and scale when attempting the next section
Before I was to continue with the taps and funnels below, I wanted to sort out the hydraulic hose that comes into the upper t-junction, parallel to the gauge pipe modelled earlier
the 'Polygon'This was achieved in a similar manner to the pipe - creating a cylinder only .15cm deep (still enough to select face accurately) and a radius just smaller than the tubing it was to be connected then, by making a 'Line' under 'Splines' to flow around in the shape of a U, the cylinder would be 'Extruded along Spline' as before and follow the 'Line' path, as shown
The hose was, of course, not angled correctly yet, so I needed to use 'Soft Selection' and, by adjusting the 'Falloff' I could select only the Polys that I wanted to include in the 'SS' modification
Here, there is a total of 470 Polygons selected (which highlights how detailed and memory-dependant a piece of tubing can be!), which were now able to be controlled through the 'Move' and 'Scale' tools at a greater level than just selecting Polys with 'Soft Selection'
This image demonstrates the complexity of the adjustements that can be made using the 'Soft Selection' modifier - I had set 'Falloff' anywhere between 5 and 20 cms, keeping to the reference scaling the group had discussed
Little by little, the hose could be moved and re-positioned to follow the photograph (it would go behind the flywheel in the final merged model anyway) and there were only incremental tweaks needed to both the 'Falloff' and the 'Pinch' modifiers (the 'Pinch' was to stop the Polys from tapering inwards or outwards, which ever was caused from the adjustments leading to this stage)
A rendered update to the progress I was making with the model at this stage in the week - note, the final curve downwards came about through the obligatory use of the 'Rotate' tool within 'Soft Selection' and avoided the mesh breaking up and 'pinching'
Back to the casing fittings/attachments now and I wanted to design the objects with Max's memory-capacity in mind - the file had passed the 2MB mark now and I still had around 40% left to do!
Firstly, I was to 'Clone' the bolted casing-fitting as a 'Copy' and increase its scale by a small margin - this was resultant of one photograph I had taken which shows the piping that attaches betwen the two 'nut_bolt objects' of this newly cloned fitting actually passes right alongside the hose and its neighbouring tubing object - so I had to use the 'Top' viewport to align the nuts, bolts and edges of the ftting, also increasing its scale too
To save time and conserve memory for the file, I highlighted the 'Polygons' making up the first bend of the U-turn in the gauge-pipe (as it comes down from the dial and around ) and cloned 'By Selection'
This way I had a replica of the object and could use it in this instance for the piping described in the aobve caption- as the image shows, I could do the same clone for both sides and didn't need to be concerned about sizing up and maintaing scale to quite a delicate degree
Here, the image shows the step I took when seperating the clones of the un-used pipes that sit up alongside the hydraulic hose - the piping is so called 'un-used' due to it isn't actually attached to anything in the reference images we took on the day we were at the Museum, but we may rectify that when we include the model in its historically accurate environment
The two sections of piping are then capped - selecting the face 'Polys' and using the 'Cap' tool
This then allowed me to use the 'Scale' tool (learned from the Facial Model before) to extend the upper length of the left-hand pipe to comply with the images collected
This central section here was actually a 'Cloned-Copy' of the lower part of the t-junction connecting the hose and gauge pipe - it had the rounded edges and thickness that would match closely to the pipe-tubing on this section of the pump - all that was needed was, using the 'Move' tool, an adjustment along the 'Y' co-ordinate to bring the selected edges downwards and form the curved/rounded edge further
In order for me to get both sides between the two pieces of pipework, I had to think of a way to repeat the newly-created tubing without adding any more memory-dependant objects...the solution? The 'Symmetry' modifier was applied to the 'Cylinder_Object', mirrored along the 'Z' axis and I also made sure the 'Weld Seams' option was checked to avoid any problems with the material-mapping later on
This image shows the introduction of the nut/bolt objects once more, to plug the gap between the right-hand pipe going downwards towards the casing and the left-hand pipe (the group later found out that this pipe is actually used when steam in introduced as a fuel to the machine and it is this pipe that brings in the steam from a manned external supply!)
They were 'Merged' into the scene and took on the scaled measurements of this file
An updated render of the modelled pump so far - notice how Max keeps the objects colour-masks in keeping with what 'object type' they are classed as - primitives, compound objects and so forth
I now needed to begin constructing the extended piece of cylindrical piping that the first of the three taps sits atop
The image above shows that I spent a little while aligning it up against the two bolted-fittings with the 'Top' viewport and a regualr check against the groups many aerial reference images - the object itself is a 'Cylinder' sclae down, with the 'Width Segments' increased by two to give me extra 'Polys' with which to extrude with to add on the spacers/washers before the next part
For the vertically-positioned attachment that the tap is...well, 'attached' to, I had to use a modifier as it wasn't a simple case of re-creating a cylinder and changing a few vertices
I had to first create a slim cylinder, but then I used the 'Taper' modifier to achieve the accurate look of the real-life piece - by checking the 'Taper Axis Primary' as 'Z' and 'T.A Effect' as 'XY', the object could be manipulated to end up looking like this ('Taper Amount' set at '-0.5' and the 'Taper Curve' at '-1.4')
I hadn't really thought of the many ways to approach the modelling of the taps, as many would simply involve a cylinder with 'Boolean-ed Out' material to give the gaps in the item itself - I had to conceive a way in which I wouldn't impact on the memory too much
It was simple - By creating yet another cylinder for the outer section and then duplicating that to scale down and fill the space of the interior section of the tap, I then converted both as 'Editable Polys' (allowing me to modify their attributes), and then selected the 'Polys' that matched the reference image I was following
The upper cylinder shown here is with the previously selected 'Polys' deleted and now it was a case of moving that to one side and creating the gap in the lower cylinder for it to fit inside of - looking downwards when doing this required the use of the 'Top' viewport in order to select the correct number of 'Polys' and when scaling both to avoid any gaps in the mesh itself
Here is the 'Tap' positioned just a few clicks away from its destination - the inner cylinder is now in position in the center and there has been the inclusion of the square-shaped top-cap in the centre of the circular feature in the center of the inner cylinder
The highlighted 'Polygons' are being scaled downwards to match the detail in the photos taken when the group were at the museum (I was certainly pleased I took so many shots of as many features of the steam-driven pump as I could on the day; it has proved invaluable in these situations!)
Materials
A major aspect of my role in the group is to research, collate, design and apply the textures that will be going onto the objects throughout the modelled pump itself
Below are some that I have found online from recognised free-texture download site www.grungetextures.com
The material above has been chosen due to its suitably weathered looking surface and irregular patternation - ideal for the flooring in the workmans shed/workshop that the pump will be in its final redenred environment within the post-produced stage
The aspect of this I'm focusing on is the mottled and beaten-looking concreate that is all around the storm-drain cover - its possibly the exact texture that can be applied over the pumps main structures, such as the piston-casing and steam-valves
There are many areas of the metalwork where paint has been worn away through heavy use and/or neglect with restoration - this texture (and the one below) are prime examples of the application of such intricate attention to detail that will be needed onto the model itself
The texture above also has the use of being applied to other degraded items within the environment that the pump is also in - I'm sure I may find areas on the pump which could value this material as well along the process
A possible material ideal for the various outhouses or indeed, the fireplace or other stone-based items, within the workshop in and arond the environment
If wooden items and features were the group's final thoughts for authenticity of the post-production, this weathered and stained example would be the sort of thing we could find a use for
If a corrugated roof was to appear in the final environment, this material fits the bill nicely (I especially like the inclusion of faded colour and oxidisation taking place in random spots)
Many of these, and other textures like them, will all be dependant on my ability to use them to their strengths and make sure that, with the help of 'UVW Mapping' and careful consideration of 'Tiling' and 'Axis Paths', they will enhance the realism and authenticity of the pump and its immediate environmental space
Next week, I shall be including a Storyboard from which to base the Post-Production on in the coming weeks, and the posting of more materials, as well as examples of my design intentions for these as I apply them to areas of my modelled section of the pump
(The group has decided, furthermore, that while I'm finishing modelling and material-mapping my section, they can begin animation of the main Connecting Rods and attached-Swingarms, as well as the Flywheel itself; my section only needs me to animate the dial-needles and the rotation of the control lever...!)







