http://img.photobucket.com/albums/v76/DLDude/Rush.jpg
http://img.photobucket.com/albums/v76/DLDude/Rush1.jpg
http://img.photobucket.com/albums/v76/DLDude/Rush2.jpg
http://img.photobucket.com/albums/v76/DLDude/Rush3.jpg
And the video:
Adrenaline: Seemed a bit sluggish in parts. Some of the inversions could of been better with a little more speed. Not bad, the track kept me guessing which way to go next. 8/10
Originality: Not a NoLimts track, but built in 3D Studio Max gives the highest originality. I couldn't do something like that even if I tried! Very nice modeling job! 10/10
Overall, a solid build. Great work on the track, can't wait for the final project!
9/10
-nesdude
Seriously, really good job dude. I like the touch on the typical B&M layout too. Only two suggestions:
1. Compact everything a little, it might just be the speed the video was shot at, but it seemed like everything before the MCBR was excessively drawn out ... at like 80% of it's size, that's one POWERFUL coaster.
2. Edit: never mind the comment on the first hill - looked at the overall shot again and realized you had another cool element at the top of the hill, way to go! I think Stengel could use a lesson from you on originality ;)
Not saying I can do any better, just saying that's what I noticed! And very nice use of the modern "spread" Cobra Roll *** Edited 3/29/2006 11:21:13 PM UTC by Impulse-ive***
It's on 3D Studio Max. Im still working on it, and am planning a new video when i finish it, so hang with me.
Keep up the good work. I know how much time goes into rendering them.
I like the way the elments fit together optically and the way that all seems to be "inclined" loops or overbanks instead of straight vertical - that gives the ride a kind of signature.
It seems to be a coaster with very few quick or violent transitions something that I personally like as well.
One comment I have on the 0G roll, it seems the track rolls around somewhere very near the spine, I think it's possible in 3D Studio Max to raise the handle for the geometry a little so that it twists more toward the so-called "heartline" when it's extruded along the path of the track.
This is generally observed - with some few added tricks and individual differences on different elements - in real coasters as well, and makes modelling a smooth 0G roll much easier!
(NoLimits doesn't do it either, though - maybe there's some patent issue with "heartline design").
The roll also starts rolling rather abruptly and then takes a long time to wind back, but that can work if the hill itself observers the 0G parabola-outline.
But, kudos, it must be a lot of work doing this with 3D Studio Max. Badnitrus must have spend a long time working on scripts or plugins to get results quicker.
*** Edited 4/1/2006 8:54:14 AM UTC by superman***
http://img.photobucket.com/albums/v142/anthonydomenici/track_005.jpg
http://img.photobucket.com/albums/v142/anthonydomenici/track_003.jpg
http://img.photobucket.com/albums/v142/anthonydomenici/000_train.jpg
*** Edited 4/1/2006 9:25:10 PM UTC by ctu_anthony***
Coasterdom.com
There's just a short preview of how the trains look on the track. I'll try to take some more pictures as well in a bit.
Coasterdom said:
Nice job to the both of you. I wish I had the patients to do that. I'll stick to my AutoCAD and Inventor drawling for now.
Maybe that's how doctors get rich, by making their patients do work for them... ;)
*** Edited 4/2/2006 11:12:44 PM UTC by pkidelirium***
Don't Fight It, Ride It, RAGING BULL!!!!!!- Six Flags Great America
This is pretty much the final video of it! The song is more of joke, since I dont have any stock B&M sounds to do a proper video with. Hope you guys like it!
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