Rather than pepper the WAYWO thread with this and not offer any details, I thought I'd make a post about this project of mine. The gist of the project is to model famous bombs, starting with my favourite in terms of design: The Fatman.
This is a highpoly project. I may do a completely in-game scene for one of them one day, but for now I'll try not model as much about the bomb as I can/have interest to do so. Including:
- The bomb exterior
- The bomb trailer/hoist mechanism
- Interior
The point, for me, is to enjoy this as much as I can. History excites me, as do the different designs these old bombs have. So, while accuracy is a goal, it's more about having fun and not stressing over the minute.
"Fat Man" is the codename for the atomic bomb that was detonated over Nagasaki, Japan, by the United States on August 9, 1945, at 10:47 PM (JSP). It was the second of the only two nuclear weapons to be used in warfare to date, and its detonation caused the third man-made nuclear explosion. The name also refers more generically to the early nuclear weapon designs of U.S. weapons based on the "Fat Man" model. It was an implosion-type weapon with a plutonium core, similar to the Trinity device tested only a month earlier in New Mexico.
"Fat Man" was possibly named after Winston Churchill, though Robert Serber said in his memoirs that as the "Fat Man" bomb was round and fat, he named it after Sydney Greenstreet's character of "Kasper Gutman" in The Maltese Falcon. The design of "Fat Man" nuclear assembly was substantially the same as "the gadget" detonated at the Trinity test in July 1945.
"Fat Man" was detonated at an altitude of about 1,800 feet (550 m) over the Japanese city of Nagasaki and was dropped from a B-29 bomber Bockscar, piloted by Major Charles Sweeney of the 393d Bombardment Squadron, Heavy. The bomb had a yield of about 21 kilotons of TNT or 88 TJ. Because of Nagasaki's hilly terrain, the bomb missed its intended detonation point, and damage was somewhat less extensive than that in relatively flat Hiroshima. An estimated 39,000 people were killed outright by the bombing at Nagasaki, and a further 25,000 were injured. Thousands more died later from related blast and burn injuries, and hundreds more from radiation illnesses from exposure to the bomb's initial radiation. The aerial bombing raid on Nagasaki had the third highest fatality rate in World War II[5] after the nuclear strike on Hiroshima and the March 9/10 1945 fire bombing raid on Tokyo.
REFERENCE SHEET
DAY 1
DAY 2
FINISHED!
Replies
And in case you missed it in WAYWO, I think your date on the render is a wee bit off.
HughieDM: No textures.
But for now, for fun, I'll tighten up the graphics.
Back on topic, awesome work! I love the welding details!
[ame]http://www.youtube.com/watch?v=tOKt1z1TkvU[/ame]
Nice highpoly work man, that's a convincingly realistic amount of Wear & Tear.
Adam, that bomb's DA BOMB!
That bomb looks nice! Can't wait to see some more stuff! Even though there will be NO TEXTURES made from any of these projects, and even if there was, I still like the details on the high poly, but it is true to keep in mind if you WERE to bake it down to not go into small details. Good thing for me and others to keep in mind as well for future reference since sometimes we can get carried away with small details...
Regardless love the detail in it
But seriously, fuckin awesome.
Looks good Adam, like the weld seams, little details are fun, those 1 pixel bits in the process hint as greater texture res than there is sometimes, much like when we would put text on an assets in 2d and scale it down so you couldnt read what is was but you thought you could.
The thing I like here are the things that are pointless, like all those rims at the front cone, you can't see them in that extrusion area unless its just the right angle of render, they wouldn't pick up on a process, but they communicate scale and make you beleive that the interior might be modeled also even though you cannot see it.
Well hey, it should be super easy to punch those welds up in size a bit, doing that and adjusting a few edges to get some thicker bevels, would take like 10 mins i imagine and give you a bakeable mesh. Doing the bump on high isn't the most typical workflow, but there really isn't any reason why it wouldn't bake down properly, maybe you'de have some issues with the alpha'd welds, but you could pretty easily bake a bump as diffuse map, then convert that to normals and add on top of your bake.
Most of your bolts and shit wouldn't read well still, but if you've got them instanced you can just edit one and update the whole deal.
The what? Stamp?
I mostly agree here. This isn't being done for a bakeable mesh but more for the fun of the creation and presentation. I think I mentioned this already; that if it were for generating various maps my edges wouldnt be as tight and some details would be exaggerated to come through on a bake, as needed. On that note, the scale and readability of these details will be adjusted as I go.
No update tonight! Must sleeeeep....
Yep, I was just pointing out that the way you ended up doing it, while probably not what most people would think to do, was clever and would allow quick changes to be made =P
Ok I'm done, you make more awesome k...?
Next up: The hoist!
Looking sexy
Good job on the model so far Adam, looks very sexy
MAGIC
You're a witch!
but a hot witch like in Bayaneta or 97% of the images that show up when you google Hot Witch.
Nice technique on the bomb though the notes look a little funny just scrawled in the one corner there
I see textures.
Speaking of inaccuracy or imperfections: There's tons here that I haven't gotten to or won't. My rivets, for instance, are the incorrect type in a lot of spots on the back end of it.