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Cinema 4D F.A.Q (Last Updated: 2024 Aug 27 11:07 am)
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Mandrake7062: Yes. the drawings arrived about a week ago. I haven't found a need to scan any parts of them at present for my 3d model - just measure the part on the drawng and make the 3d model the same size in Cinema4D. I've started the walkways and shelves but still have to wait for some old plastic kits so that some detail can be replicated in 3d. Plenty of other parts that can be done though.
Nice, might one of those be the two packages above the side door? On the roof. Looks like a double row of cylinders one row long on row shorter. Can't tell really.
My dimension will be off as I'm running this right from the print. Shh, don't tell Daniel
I could go the other route but I'm just to keen to model, that I'd rather be off as I'm having fun!.
Oh, cool, another Eagle. 
Great project presentation, Becco, very informative, too! That cage is looking very good. I love the look of those joined pipes, of course. It's definitely worth soldering them together, it'll pay off when you'll do close-up renders of the finished model. I'm looking forward to seeing your progress with the Eagle!
Cheers
contrafibbularities

Here some detail starts to get added to the front walkway. Half of it is hidden from the render to depict the basic construction of the real model. Cinema hemispheres and cylinders were used for the shelf parts. There are still some valves and other fittings to be added but I'm still sorting out a supplier of the rael components before I make the 3d ones. This is one of the reasons for colour coding assemblies - I can see at a glance what sections have to be worked on without making endless notes!
Tomorrow I hope to start reproducing some detail from a 1970's Tamiya M551 Sheridon tank that is fitted to the walkways.

Rear view of the engine assembly. The large tanks have been slightly modified including adding grooves so that the top and bottom ones clear the framework.

The first attempt using Realflow for the 'soldered' joint at the rear of the engine assembly, turned out a bit blobby. The 'solder' has since been reworked and all the engine assembly UV mapped using Bodypaint. With most of the pipes properly joined, the number of texture seams have been kept as low as possible.
Once I was happy with the UV mapping, Ambient Occlusion was baked using the settings shown. This AO is used as a mask for a 'dirt' in my paint software. Much greater control using AO this way.

Still with the side pods, they are now UV mapped and each one has their own texture map. Ambient occlusion has been baked on them to use as a mask over a light brown 'spacedust' colour. Also, I've spent time reducing the polygon count of the 'cages' by selecting and 'melting' loops. Doing this has lowered render time polygons by almost 12,000 so that was time well spent.
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The Eagle Transporter from Gerry Andersons' Space 1999 TV series is the subject of this project.
Reference material has included viewing many online photographs, most notably the ones of the Eagle One restoration by David Sissons at http://www.smallartworks.ca/Articles/Restoration/Restore1.html
To assist accuracy, blueprints at http://www.smallartworks.ca/PS/Space1999/ChrisTrice/Blueprints/Blueprints.html by Daniel Prud'homme and Chris Trice were purchased. Those drawings will also be used in the future to help with constructing a 44" real model.
Information at the Eagle Transporter forums http://www.eagletransporter.com/forum/index.php has is an invaluable resource.
Main modelling software being used is Cinema4D 9.6 with Maxwell Render http://www.maxwellrender.com/ being used for rendering.