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· One petunia in a field of onions
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Had another think... I reckon the city needs to rise from the table on a bit of a bell shaped (as in trumpet bell not ding dong bell) hill/platform. Might help it not look and feel so heavy.
 

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Discussion Starter · #42 ·
thanks for the comments folks...achieved a lot yesterday and many questions answered but many more posed!

i think the plan of attack now is to de-bulk the city with an eye to the ´racing experioence´(tunnels, bridges, under and over etc), i think ember that the city should shrink down at the base (the opposite of what you suggest!) , i see it as a kind of 2 point vanishing point kind of sketch, the perspective dissappeares to the centre of the base of the city but also the tower height goes off further so should be tapered into the sky too.

its also as much about maths as architectural compostion, the mdf arm goes from 14cm high at the front down to 4cm at the city

1:32 =14cm

therefore 4cm relates to 1:112 (i think) which is still too big, i want it about half that size so i´m going to cut the taper down to 2cm...that way we can assume that at the city we´re around 1:224..so the 1m high tower is 224 m high in scale..which will do!

the steel dome i have is 50cm diametre at 1:200 make the real building 100m diameter and 50 m high...which is nearly realistic!!


then with the arms it will help a lot with bracing lets say every 3m, going into the distance, i´ll draw some scale lines on and see if if helps.

so ....the plan of attack is to get rid of the big bits of wood and taper as much as i can, and try and understand the perspective and scales at each portion of the track..i´ll just get on with it, its more confusing to explain than actually do...better get a calculator out

seeeee ya sig
 

· One petunia in a field of onions
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QUOTE (sig @ 30 Sep 2010, 17:37) <{POST_SNAPBACK}>i think the plan of attack now is to de-bulk the city with an eye to the ´racing experioence´(tunnels, bridges, under and over etc), i think ember that the city should shrink down at the base (the opposite of what you suggest!) , i see it as a kind of 2 point vanishing point kind of sketch, the perspective dissappeares to the centre of the base of the city but also the tower height goes off further so should be tapered into the sky too.
That makes sense. Particularly if you're looking to lift the roadways off the surface level as well.
 

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more false perspective arms.. and tapered looking towers, starting to understand how this thing works now,






the thing is i´ve backed myself into a corner, the more correct the perspective of the model is..then the more odd it´ll look when a 1:32 car goes beyond its scale barriers...therefore meraning the track theoretically can only be on the out side of the base....need to

1 either break the rules
2 figure out a way of driving the cars over or through the architecture
3 choose vehicles that are so odd that they are kind of scale less

any ideas....whats a scaleless vehicle??, to some extent all rockets are because we´re not used to seeing them

also need to get a moveable back drop its dead difficult to understand the fotos with all the stuff in the background sorry, its getting busy already, you see the reason for the monochrome now....or at least limited palet (see i´m already starting to bend my own rules!


opinions please sig
 

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What you really need is a car that shrinks and grows to fit the perspective!

Then I thought, maybe there is some way that you can use three cars that look the same but are in three different scales, 1:32, 1:43 and HO (1:64 for slots?). A 1:32 car goes into a tunnel or under a bridge and a 1:43 pops out the other side, 1:43 in 1:64 out. The tricky part would be to get a continuous loop going. Some elctronics or switches would be required.

A lot more thought required for this one!
 

· One petunia in a field of onions
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Davoq has got the only way that I can see it working at all. Either that or you've got to loose the walk around aspect of it all and drive only through the foreground. It's been a questionmark that's been hanging over it for awhile. Hence the earlier question as to whether it was more about the driving or the photographic backdrop (or the cleverness
).

Not sure I can see any other real way around it other than being very careful where you chose to mix the cars and the city itself.

It's a problem that will definitely take some mulling over.
 

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Discussion Starter · #48 ·


new entry boxes at 1:32 around the perimetre of the rocket area


looking towards the heart of the city




ok i´m quite happy with the out line of the city towers and the rocket area is starting to fall into place, need to work on 2 silos (one open with missile) in 2 of the holes near the sentry´s

the back side of the city seems to be energy production and minerals at the moment, my old welders transformer makes a bold statement as some sort of electrical power centre, but as yet i´m concentrating on the other side.

one thing i do know is that the curve of the big steel dome i´ll take down in to the pit its sitting on, i like the idea that this is only the tip of the iceberg city

now looking at the track closer with a camera , i don´t actally hgave any trouble with the bigger cars being closer to the city, as long as there are no obvious scale markers (like people and doorways) then the 1:32 can pass close to the sides of the city without looking too strange.

obviously they cant go stright through it but there seems to be enough space at the sides to go from front (rockets ) to back(pits).

the question is what to do at the front and back, i will probably turn the perspective arms into rows of arches so they can be crossed, and we have the inevitable slides around the silos.

i really think they should drive into the pit , through a tunnel and some out of the other pit, but all on a faux steel gantry!!
, the tunnel from one to the other is about 50cm so any de slots in there are gettable with care

what about double level racing, flyovers and the like, could be good but see no reason as yet, maybe leave the suspended travel to the trains...what are the smallest train kits available 1:144?? for tootling around the towers in the air.

ok. so finishes, all those years ago when i set the rules for the track i said monochrome....i´d like to adjust that to tones of white AND natural materials...i´m realy liking the corten style rusted steel architecture and i have a load of brass tube that will be great for pipelines, i really don´t like painting these more ´noble materials´, and they combine well with the grey white tones and make it look more real and more abstract at the same time?????

please feel free the photo sketch a feasible track on the last foto there, (THATs why i took it...as you know if it were left to me the track would be almost undrivable, so welcome some feedback

cheers big ears sig
 

· One petunia in a field of onions
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Sig, smallest train scale is Z which is 1:220. Convenient, huh? Next is N at 148 to 160th. And on its way up through HO, O, G etc.

Actually, I take back what I said about Z being smallest. Apparently there is a T scale which is 1:450. How's that for running around the top of your towers?

Top down shot I can see room to get in around the two arches. But the rest of the city is sitting is fairly dense. With it all lifted up on an inverted cone then you can go to town on the city foundations and get cars in and out around that.

You're more than capable of pulling the idea together without anyone's help.
 

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Since you have a city it would be fun to go for 'simple' 2 or 3 car digital so you can play 'space' cops & robbers around the buildings.

Silo1 (u turn), and Silo 2 (Cut down into city). The "Pit you could have it so the lane changer passively send you around the rim - and you actively have to choose when to run away through the city.



I was looking at Blade runner (as you can tell) that seems to segue perfectly into your world. It all grubby monotones by day - but then the lighting at night is really stark & discordant - almost imtimidating. I reckon you could have a ball with that sort of thing! Leds and glass fibres.. a couple of those dodgy old "space lamps" pulled to bits will give you all sorts of enjoyable spotty lights in your towers.
 

· Lars Ole
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wow it's coming along excelent, I love it.
 

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sig, looking great, you have a real eye for this, it's starting to look very convincing already, I love the city.

You could consider pushing the city to one of the ends rather than in the middle. I think that this would open up a lot of options for you.

All tunnels must be straights as you have in your intial plan.

Another option I have just thought of is to have a floating city. The whole of the city in the middle could be suspended from the ceiling or supported by the base in some "invisible" way. This may make the separation of scale a little easier on the eye and provide more options for running the cars.
 

· One petunia in a field of onions
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As Davoq says it would be easier to essentially have the track as a 3 sided track rather than 4 sided. But I do lilke the thought required to try to get around it.

I love all the Blade Runner and Freejack (far from a favourite film) talk. But if it were me doing a sci-fi based track I'd be torn between doing the amazingly beautiful (even if a bit bent and nasty) version of the Sci Fi theme and the low-rent BBC version that I love so much. But fortunately for the viewing populace it's not my choice.

Just for those that aren't familar with the BBC low-rent look....

Star Bug from Red Dwarf


Marvin the Paranoid Android from Hitch Hiker's Guide to the Galaxy

And surely everyone knows what a Darlek looks like
 
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