| | #151 | |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Posts: 10,755
![]() | Re: Disneyland in 3D! Glad you liked it! You're right that it's harder to model; most of the structural elements you're talking about aren't too difficult to create. I usually start out with a cube, which is typically flattened to a very thin width so it becomes a wall or a floor or whatever I need. Then I can extrude edges to produce more complex shapes, but it's still a rather simple process at heart. Cutting holes like windows or doors can get tricky, especially when the shapes are complex. The watching bust holes in the portrait gallery were especially difficult. Modeling decorations like the columns that in the ballroom glass can be hard, too. But you're right that creating the graveyard floor is different. Lining up the blueprints was a fun challenge--luckily, the scrims are indicated in both the overhead blueprint and in the cross sections, as is the outside edge of the ballroom floor, as well as the Doombuggy track...so those three elements helped me set things up pretty well. But getting the model itself to look right was interesting. I created a grid that came up to the edges of the graveyard, which are rather curved. I used "proportional editing," which means that when I push one vertex up and down, the others nearby follow a little. This helped me create smooth curves that conform to all the cross sections...hopefully. ![]() Quote:
One interesting thing about the graveyard is the fact that part of it conceals the large room that contains the Hitchhiking Ghost animatronics. You can see this very clearly in the last render. Notice how the terrain comes up about three-quarters of the walls of that room. I believe the remaining quarter of the wall is hidden by crypts and trees. One blueprint I have also indicates a tree on the ceiling of this room, just to help create the illusion that the graveyard scenery continues back there. One of the graveyard's two main scrims also passes over the room about halfway down its length, behind the tree, further obscuring your vision. I'm hoping to create both scrims, since they're quite explicitly shown in the blueprints. I'll make them mostly transparent, though I'm sure they'll get annoying while I'm modeling, since transparent objects only show up as transparent when I render them. Last edited by Datameister; 07-23-2007 at 02:38 PM. | |
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| | #152 |
| I'll be back ![]() ![]() ![]() Join Date: May 2006
Posts: 3,493
![]() | Re: Disneyland in 3D! Quote: |
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| | #153 | |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
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![]() | Re: Disneyland in 3D! Quote:
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| | #154 | |
| I'll be back ![]() ![]() ![]() Join Date: May 2006
Posts: 3,493
![]() | Re: Disneyland in 3D! Quote:
I hope your copy of that bprint is better than mine. Can you read the date on yours? | |
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| | #155 | |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
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![]() | Re: Disneyland in 3D! Quote:
![]() Unfortunately, no, I can't read the date. The copy isn't too great. Some of the text is clearly legible, but most of it is borderline incomprehensible. Luckily, I have two other full-attraction layout blueprints, so these help. It's always interesting to compare the differences between them and wonder which version is true. I do think that this particular blueprint is an older one--the hitchhiking ghosts were still planned as projection effects, the two-mirror setup for the dancing ghosts are visible in the blueprint, and a couple of things are just flat-out missing. | |
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| | #156 | |
| I'll be back ![]() ![]() ![]() Join Date: May 2006
Posts: 3,493
![]() | Re: Disneyland in 3D! Quote:
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| | #157 | |||
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Posts: 10,755
![]() | Re: Disneyland in 3D! Quote:
![]() Quote:
Quote:
On the topic of the model, I've built both scrims. Now I'm trying to figure out how to give them an appropriately diaphanous texture. | |||
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| | #158 |
| I'll be back ![]() ![]() ![]() Join Date: May 2006
Posts: 3,493
![]() | Re: Disneyland in 3D! Yep, it's accurate--and the others are not--for that bit of wall structure. For the HHG effect, see these: http://p080.ezboard.com/The-ORIGINAL...cID=6621.topic http://p080.ezboard.com/Were-the-HHG...cID=6653.topic For the ballroom ghosts, see: http://micechat.com/forums/showpost....postcount=1396 For another clue that the bprint under discussion shows a later phase than others, see: http://micechat.com/forums/showpost....postcount=1220 I wouldn't think that rear-projection on a scrim is a problem. I'll bet if you looked at the wraiths flying up the scrims in the graveyard from the other side, they'd look much the same as they do from the front. |
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| | #159 |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Posts: 10,755
![]() | Re: Disneyland in 3D! Wow, I'm an idiot for not realizing that the images would be projected onto the wavy screen, which oh-so-coincidentally happens to be the exact same distance behind the glass as the Doombuggies are in front of it. Good job me! ![]() Thanks for the info on all this! Very cool stuff. And you're right about the rear projection on scrims, I'm sure, though I can't really remember seeing the wraiths from the back, despite the fact that you're pointed right at them for part of the graveyard tour. You know what I just thought of? Fog, cheesy as it is, does lend an undeniable creepiness to scenes like that, and it'd be nice in the Haunted Mansion...but the numerous projection effects in the graveyard make fog machines implausible. Any sort of particulate matter or vapor in the air would make it instantly obvious that there were actually projectors making the busts sing and the wraiths fly. Too bad, really...but I that's why the scrims stretch around the graveyard much further than they need to for the projection effects. They simulate fog rather nicely, obscuring things in the distance, creating an otherworldly feel. As long as you don't take a flash picture or turn on the house lights, that is. ![]() Speaking of scrims, here's the first real render of the two scrims in the model. Notice how, as I mentioned before, the outer scrim actually passes over the ceiling of the HHG animatronics room, though I haven't actually added the ceiling yet. By the way, I REALLY need photos of the more obscure areas of the graveyard. All the stuff around the attic exit, including the "exterior" of the house and the adjacent black walls, is really poorly documented and it's hard for me to know exactly what to build in the model. EDIT: I also need info on the "Blue Room." I've only heard about this on the left side of this page at Doombuggies.com, but that spot is in the blueprints and some version of it is already in the model. Here's what I know. There is a platform with a ladder going down to another platform, from which the organ banshees can be accessed; you can see that platform and some of the walls surrounding it in this render and in others. The floor of the first platform is at the exact same height as the attic floor, and according to "Shawn Potts," they're attached to each other, with access through the part of the attic that extends a ways outward. But I really need to know what this whole area looks like, both from the inside and from the outside (graveyard). Anyone who can provide me with information on this "Blue Room"...I implore you, please do so. Last edited by Datameister; 07-23-2007 at 07:37 PM. |
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| | #160 |
| I'll be back ![]() ![]() ![]() Join Date: May 2006
Posts: 3,493
![]() | Re: Disneyland in 3D! There's little doubt that the graveyard scrims are supposed to duplicate the effect of ground mist, as well as providing screens for wraiths to climb and also obscuring the outer walls so that you feel outdoors. As for attic and graveyard pix, have you got these? http://www.hauntedmansion.info/Attic...?imageorder=15 http://www.hauntedmansion.info/Attic...?imageorder=35 http://www.hauntedmansion.info/Grave...p?imageorder=0 http://www.hauntedmansion.info/Grave...p?imageorder=1 http://www.hauntedmansion.info/Grave...?imageorder=14 Last edited by HBG2; 07-23-2007 at 07:36 PM. |
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| | #161 |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Posts: 10,755
![]() | Re: Disneyland in 3D! Ooh, I had some of those, but not all. Another excellent find! Thanks for the help. Man, rendering is taking longer and longer as the model becomes more complex. This was another 2.5-hour render job--I came back from a date, expecting it to be finished, but it still had another sixteenth of the image left. Anyway, don't think there's a whole lot to explain here...I suppose I should point out that the train tunnel isn't quite accurate; I believe the left side, where it starts after the NOS station, is beginning too far to the right. In other words, the tunnel is currently starting inside the berm, rather than peeking out of it at the end of the station. That'll have to be fixed. Funnily enough, this render was originally just to show the scrims (which look like non-reflective glass for the time being...sorry ) from a different angle. But I realized it'd be nice to show the whole ride, especially since I hadn't really shown it from almost straight overhead before. I was about to start the rendering when I realized that there was empty space on the right where Splash Mountain should be...so I gave in and included that.Other than that...hmmmm. Ah--a little contest. I'll PM a cookie to the first person who can correctly tell me how many fake chimneys are visible in this render. Have fun, kiddies. And you are forewarned...this isn't a tiny render. |
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| | #163 |
| Show building aficionado ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
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| | #165 |
| At Work Join Date: Jan 2005 Location: Seatte, WA
Posts: 69
![]() | Re: Disneyland in 3D! How goes the Haunted Mansion work? Doing a great job! -mark
__________________ I surf MiceChat like I spend my time at Disneyland – sitting on the bench and watch the people go by. ![]() |
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