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Old 05-06-2007, 03:58 PM   #91
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Re: Splash Mountain blueprints!

Yeah, it really pops out, doesn't it?

By the way, if you really were hovering in a helicopter at that exact spot in real life, it wouldn't look this three-dimensional. Depth perception decreases when you're far away from objects. But I've countered that effect for this 3D render, so you actually see more depth information than you would in real life. It's more like looking at a physical miniature than looking at the real Disneyland from a chopper.
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Old 05-06-2007, 04:00 PM   #92
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Re: Splash Mountain blueprints!

it is still very cool....

I wish I could figure blender out...the program is on my "need to learn later" list...lol...it is making me mad...lol
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Old 05-06-2007, 04:45 PM   #93
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Re: Splash Mountain blueprints!

Well, if you've ever got any questions on how to use it, I'd love to help. I haven't done radiosity, animation, stuff with the game engine, organic modeling, or a whole slew of other things, but I can help with basic workflow, simple modeling, rendering, etc. Just send me a PM or post the question here.
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Old 05-06-2007, 05:03 PM   #94
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Re: Splash Mountain blueprints!

wow, these are great, you are really talented
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Old 05-06-2007, 06:12 PM   #95
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Re: Splash Mountain blueprints!

Quote:
Originally Posted by Datameister View Post
The first is the cross-eyed variant; look at the two images and go cross-eyed until they match up and you see the three-dimensionality.

how so i gwt ny eyws to umcross?----------->
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Old 05-06-2007, 06:52 PM   #96
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Re: Splash Mountain blueprints!

Quote:
Originally Posted by Datameister View Post
Well, if you've ever got any questions on how to use it, I'd love to help. I haven't done radiosity, animation, stuff with the game engine, organic modeling, or a whole slew of other things, but I can help with basic workflow, simple modeling, rendering, etc. Just send me a PM or post the question here.
I just may take you up on that offer soon...lol
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Old 05-06-2007, 11:18 PM   #97
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Re: Splash Mountain blueprints!

Quote:
Originally Posted by Circarama
how so i gwt ny eyws to umcross?
That's the trick, innit?

Hilsbro, just let me know what you need.

Just so you know, guys, I'm going to try to get my website up and running soon. I'll let y'all know when it's ready to be seen by the public.
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Old 05-07-2007, 02:02 AM   #98
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Re: Splash Mountain blueprints!

I've got a "Coming Soon" splash page up over at http://virtualmagic.freehostia.com, but nothing else yet. I haven't actually coded any of the site yet; I've just been working out Photoshop layout mockups and writing the actual content. This week I'll be coding the site (I hope) and uploading it so that I'll have a better place to post updates and additional info.
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Old 05-08-2007, 09:31 PM   #99
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Re: Splash Mountain blueprints!

Sorry for the lack of renders lately, guys. I've been juggling the website and the model, with limited success at both. The website is coming along fairly well, but I still haven't gotten the coding done. The model is frustrating because the queue area is very difficult to figure out, even though I have two blueprints for each of its two floors as well as countless photos I've collected.

It's still the vertical scale that's doing me in. I had a "duh" moment today when I realized that of course the loading area and entire bottom floor are below the ground level of that part of Critter Country--you can stand on the walkway and look down onto part of track leaving the loading area! Feeling quite stupid, I took a look at my model and realized that I'd sunk the bottom floor of Splash about the right amount. That was a relief, but I'm running into trouble with the boat cleaning areas that surround the maintenance track.

If anyone has ever walked along those two walkways that flank the maintenance track, I'd love to hear from you. They've got stairs that go up and down, with two bridges crossing the channel. The track itself runs parallel to the loading area. I really need to know how high the walkways are compared with the water level, whether there are walls separating them from the maintenance track, stuff like that. Pictures would be best, of course.

I'd also love to know whatever happened to the three adjacent rooms directly above the maintenance track. The northernmost one is marked as a break room on the blueprints I have, but the other two are simply marked "unassigned." The one nearest to the unloading ramp actually connects to the ramp as a door with a staircase behind it. The so-called break room directly connects to what appears to be labeled the "lead office," next to the control room.
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Old 05-08-2007, 11:41 PM   #100
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Re: Splash Mountain blueprints!

Here's a very small update--a cute little rendering of the queue entrance from ground level. Notice some areas do not have roofs yet, and all the stuff on the right is very incomplete. Man, the queue area is confusing...

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Old 05-08-2007, 11:44 PM   #101
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Re: Splash Mountain blueprints!

that is still very cool....sans the roofs
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Old 05-09-2007, 11:22 PM   #102
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Re: Splash Mountain blueprints!

Muchos gracias! The roofing will be installed once I can figure out the way the different angles intersect. It's really hard to understand the form, based on what little visual information I have.

I've mostly been tweaking things to make them fit correctly. Every time I think I've really nailed the vertical scale, something new comes to my attention that throws everything off. It's that dang bottom floor that keeps shifting up and down. But I think I've worked out a height that doesn't create any discrepancies throughout the model, so I'll probably keep it more or less the way it is.

I've built the maintenance track that runs parallel to the loading zone now. That's the loading zone leading away from us on the right and the maintenance track on the left. Notice the gray walkways that run along the maintenance track. These will be connected by two footbridges when the model is finished, and three rooms will be situated directly overhead--not to mention the somewhat complex roofwork.

You can see an open doorway around the center of this render; this leads into a custodial room beneath part of the queue. Notice that the cupola at the upper left is the one on top of the queue entrance, and the gray wall on the far right is part of the train tunnel. Also know that the camera is floating above the track just after the first drop; this track is visible at the bottom of the render, leading off behind us to the left into the back building.

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Old 05-09-2007, 11:23 PM   #103
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Re: Splash Mountain blueprints!

that is a neat angle...I can't wait to see the finished product
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Old 05-10-2007, 12:28 AM   #104
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Re: Splash Mountain blueprints!

I'm glad you like it. Thanks for your interest in this project! It feels good not to be alone in this, especially since practically the only response I've gotten from people I know personally is something along the lines of "Okay...you're weird." Not that I disagree with them, mind you. But still...a little support goes a long way.

FYI, I've now been working on extending the queue into the mountain itself. I've got the whole path inside the mountain done, all the way to the loading area, but it's just a flat path--it doesn't descend yet, so the loading platform hovers a good twenty feet above the track. Looks pretty funny.
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Old 05-10-2007, 12:38 AM   #105
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Re: Splash Mountain blueprints!

when you starting the actual mountian?
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