Nice work! One tip I have is moving painting stage in before cutting. By painting a whole shape before cutting it into quarters, you get 4 x amount of finished quarters for the same amount of work.
Thanks for the input! :) There's a lot of efficiency left on the table with this setup for sure...my decision to sort/assemble/paint/stack in that order is arbitrary, but I'm not sure it would be much faster in a different order. I could add a combiner to each channel once the quads are determined and pass whole shapes through the paint pipeline, and it would save paint, but it would also mean I have to combine them into whole, then deconstruct them again after the paint station. I'll definitely think about it for future revisions!
@@Cliff_Anderson Im not sure if I am understanding you wrong or if you are understanding me wrong. What I am proposing is this. Let's say the shape you are trying to create only has one layer, for simplicity sake of the argument: If top right corner is a white square, you can paint a whole shape of squares white, then cut it into quarters and rotate them all into the same orientation, which is top right. Now you have 4 white top right corners ready to be combined into the final shape. ( no need to "combine them again after the pain station") You save yourself having to paint each corner individually. Painters use the same amount of paint regardless of what's being painted, so you would save yourself a lot of paint used. Hope it helps!
I gotcha :) Thing is, my raw materials are rarely full shapes, so I would have to combine them first, then paint, then split...with the size of the playfield, there's no shortage of colors out there. I know...inefficiency is heresy :)
Nice work! One tip I have is moving painting stage in before cutting. By painting a whole shape before cutting it into quarters, you get 4 x amount of finished quarters for the same amount of work.
Thanks for the input! :) There's a lot of efficiency left on the table with this setup for sure...my decision to sort/assemble/paint/stack in that order is arbitrary, but I'm not sure it would be much faster in a different order. I could add a combiner to each channel once the quads are determined and pass whole shapes through the paint pipeline, and it would save paint, but it would also mean I have to combine them into whole, then deconstruct them again after the paint station. I'll definitely think about it for future revisions!
@@Cliff_Anderson Im not sure if I am understanding you wrong or if you are understanding me wrong. What I am proposing is this. Let's say the shape you are trying to create only has one layer, for simplicity sake of the argument: If top right corner is a white square, you can paint a whole shape of squares white, then cut it into quarters and rotate them all into the same orientation, which is top right. Now you have 4 white top right corners ready to be combined into the final shape. ( no need to "combine them again after the pain station")
You save yourself having to paint each corner individually. Painters use the same amount of paint regardless of what's being painted, so you would save yourself a lot of paint used.
Hope it helps!
I gotcha :) Thing is, my raw materials are rarely full shapes, so I would have to combine them first, then paint, then split...with the size of the playfield, there's no shortage of colors out there. I know...inefficiency is heresy :)
10/10. amazing job
Thanks!