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turbopok
04-06-07, 12:51 PM
Hi guys, it has been a week of holiday, and I finally decided to start on the modelling of a car. Initially I wanted to model the Audi car, but I decided on the BMW because it seems more feasible to me. I haven't been touching 3ds max for quite a long time, and furthermore, I am a greenhorn at it. And so I am going to ask you guys for help :D .. I was doing the very very basics of the model today, when I suddenly got hanged with the view, as in like when I press on alt and right click and move the mouse, the view camera turns very very slowly, and I have no idea to unlock/solve that. Can someone please tell me what to do?

Pandra
04-06-07, 01:58 PM
Mhh, many particulars are aesthetically interesting, but the "tuning wide-body style" isn't good for the BMW philosophy...
IMHO try to make it more street-legal, and not in a Fast-and-Furious style, and it could be very interesting. ;)

turbopok
04-06-07, 04:10 PM
Hi mate, thanks for the suggestions, but actually I intend to make this car a track car, and so if I have the time, and most importantly, the skills, I will definitely make a normal version of it, with the BMW's trademark, which is the wide bodykit like part at the wheel arch:p

turbopok
16-07-07, 05:08 PM
Sorry for not updating for so long.. I have been quite lazy these few months, couldn't find a proper aim in life (everyday is school and CCA and school and CCA). So I have been modelling slowly and trying to put in my best effort into this second attempt at modelling.. It seems like I really need to read up a lot on tutorials, esp for making door seams, modelling rims, tyres, headlights, and a lot more. Just some updates :)

Edit: I forgot to attach the rim which I designed today during Maths class :D Do the spokes look too thin?

turbopok
23-07-07, 05:11 PM
Hi guys, I have tried to follow a tutorial to model my first rim.. But I have just encountered a problem and attached a picture along.. As you all can see, the spokes of the rims are regular and consistent in shape. But I am having a problem because I need to make the part which is circled in red. Now I am not sure how to reflect the part to the other side of the rim to form the blue part, which will be of the same shape. And how can I make the part curcled in yellow 'multiply' to form the same pattern for the other 4/8 spokes? I am really stuck at this part because I really don't want the rim to look too simple as now it looks kind of like a current design of a brand of sports rims which I have seen before but can't remember. Thanks guys for your help:buttrock:

turbopok
05-09-07, 07:15 AM
Hi guys, I am back from much procrastination :o: the September holidays are already halfway through and so I had spent some time modelling the tyres and the rims :) The tyre I am trying to follow is Falken 451.. I'm not sure if it is accurate though :/. Hope you guys like it! :)

P2sta
05-09-07, 09:24 AM
hey, your images are too dark imo

turbopok
05-09-07, 10:43 AM
hey, your images are too dark imo
Oops I actually wanted them to look secretive.. Maybe i got it wrong :S

zylak
05-09-07, 02:04 PM
i don't like proportions of Ur car ... even as 4 mega body-kit ... if U like this it's OK, but if NOT ...
- make Ur car a little bit longer at the back
- move rear wheels 2 the back (look @ BMW car proportion - seri 3 or 6 - i think that Ur car is "based" on one of this)
- change roof + windows section ... as 4 me its to low & the end & angle of Ur windscreen is a little 2 SMALL or maybe it's 2 long (windscreen)
so that's what looks most WEIRD 4 me in Ur car ... good luck
pozdro

turbopok
08-09-07, 02:19 PM
hmm.. I think I should redo the model of the car and follow the blueprints for some parts of the car. Now I have no ideas for the design of the car :banghead:

turbopok
20-09-07, 05:11 PM
Hi guys I have scraped the old model and started on a new one with different plans and tried drawing some 'reference blueprints' for the model. Have been modelling at a very slow pace, pardon me I am still learning :D. Some updates :). While I was fooling around with the proBoolean function I accidentally converted it to proBoolean. I actually could not convert it back to editable poly or use a normal boolean to save it back. Can you guys give me some advice?:buttrock:Thanks

petter
20-09-07, 05:14 PM
this really looks like an BMW
you could try Photoshop and start to learn drawing/sketching.
you got pottential

turbopok
20-09-07, 05:26 PM
this really looks like an BMW
you could try Photoshop and start to learn drawing/sketching.
you got pottential

Thanks mate:buttrock: Actually the sketches came in only after a few weeks of staring at the 3 series and 5 series on the road :D, and also lots of aimless doodling.. It will be surprising to see that most of the doodles actually look very crappy and random:scream:

petter
21-09-07, 07:24 AM
i wouldn't advise you to start with box modeling.why don't you try poly modelyng-plane by plane? i mean, simply, extrude

ztmenna
21-09-07, 08:09 AM
Looking good.

turbopok
23-09-07, 05:19 PM
:Petter

you mean outlining the side profile of a car and extruding it from there? Currently I only know how to start with boxmodelling :D I think I would have to search for some more tutorials on modelling methods:search:

:Ztmenna

hehe but I have got a feeling that it wouldn't look nice rendered. Currently the model is extremely bumpy and unsmooth with lots of errors in it. I think I would need to learn smoothing some time:)

So here are some updates.. The actual model is actually damn bumpy and it looks ugly when quick rendered, lots of bumps and looks unsmooth, I need some tips for smoothing man, as the more I progress, the messier the model seems to be:buttrock:. Just asking, you do you guys maintain 4-sided polygons for a whole car (such that it doesn't turn out ugly when meshsmoothed/turbosmoothed)? I can't figure out a way to do so unless I were to extend the vertices all the way around the car, hope you guys get what I mean..;) By the way the exams are coming in two weeks time :o Time for me to study...

rodderworld
23-09-07, 05:20 PM
i think he meant starting with a 1x1 plane and then adding edges and placing them as required.

regards,
rodder

turbopok
23-09-07, 05:27 PM
:Rodder

Oh so it is making a plane for every reference plane (top, side, back, front) and following the outline of the car? Then I think that method is way faster.. But how should I go about welding the planes? :confused: Sorry I am really a newbie at modelling :D

rodderworld
23-09-07, 05:40 PM
uh.. no. plane modelling is usually explained for high-poly modelling but i think it should work well in low-poly. try sektor-41's proper modelling tutorial.

regards,
rodder

turbopok
24-09-07, 03:16 AM
Thanks rodder, that's a really wonderful tutorial:buttrock: Not sure if I should redo my car again :dead:

rodderworld
24-09-07, 03:27 AM
it's your call. i just thought you might find the information useful.

regards,
rodder

turbopok
26-09-07, 10:53 AM
:rodder
yeah I think I will try redo the car using the plane method one day.. but not now, my exams are coming in less than 2 weeks' time:dead:


So guys here are some updates.. I just compiled the brake caliper, brake disc, tyre and rim together.. Something seems to be wrong (bumpy) with the renders but I am not sure either, I just used the material templates provided in 3ds max 9 for the parts but I kinda like the brake disc and brake calipers (I purposely combined 3 separate calipers together into a caliper:D) Guess I wouldn't post any updates here until I am finished with my exams.. im left with one and a half weeks to revise 7 subjects :dead: well I got to mug now:buttrock:

turbopok
14-10-07, 05:01 PM
So here are some updates.. the exams are over and I guess I have quite a lot of time to finish this model and learn how to render. I have done the front over the past few days and I think there are lots of areas left to be done, esp the headlights (The old concept doesn't appeal to me anymore :o). I really have to thank rodder for his help in posting the link to the plane modelling tutorial:buttrock: Hope you guys don't mind the messy and screwed up wireframe:D

petter
14-10-07, 05:15 PM
i think you have to do more exercices...
you have to do it, redo it...over and over till you'll get the propper space visualisation of your vertexes. you need to correctly imagine the vertexes placed in space from at least 3 different views...

if you aichive this, then you can use any 3D software... all work on this technique. you just need to learn the interface :P

gen5
15-10-07, 07:54 AM
yo, post a non turbo smoothed wire, so we can judge it better, but u're improving constantly keep it up;)

turbopok
16-10-07, 03:34 AM
Guys thanks for replying :buttrock:

petter: i think i would just continue with the modelling cos i have restarted too many times :( so i would probably take this concept as a practice for my modelling skills :o: But i have been looking at the wireframes of some bmw models done by fellow mates here, sometimes it does get very complicated for me:dead:

gen5: here you go :) I have been trying to maintain 4 sided polygons so the model looks very bumpy ;)

turbopok
20-10-07, 09:49 AM
Hi everyone, I am back with some updates again:D I think I am kind of done with the basics of the car, what's left should be the side mirrors, bmw's sharkfin antenna, further smoothing and correction of miscellaneous errors, and not to forget learning how to render and UV mapping ;) Here are some pics.. (btw the taillight is the part marked red.. it's probably located too high:o) I think it should be the rival of McLaren SLR but there's still lots more to be done for me to be qualified to say so;)

turbopok
05-11-07, 04:38 PM
hi guys, here are some clay renders.. i'm just trying out clay rendering for the first time and it seems like the shadow is probably too light. There actually hasn't been much change in the model but I guess the rear doesn't look like a bmw at all. So I think i'm going to redo the rear ;) Sorry for the blur renders :p

petter
05-11-07, 05:13 PM
you need to be more accurate...the car still looks bad, but i think you're improoving your skill...:)
wish you luck

zylak
04-12-07, 02:38 AM
i'm impressed by the time Ur making progress, Ur car looks better, good thing that U use blueprints 4 proportions, but it's still looking kinda weird 4 me ... but U going in the right direction :) so god luck
pozdro :)

turbopok
05-12-07, 05:25 PM
Hi guys here are some updates. I have remodelled the rear as it looked real ugly and it didn't have a single trace of bmw looks in it. I have also modelled a new rim (something like the one in the BMW 5 series) after realizing that the old one was total crap :angry:. I hope the new rim looks better though.

I only did a clay render and it wasn't really successful.. :( It took quite long so I have decided to do some quick renders instead. To be honest I am actually very lost now, since I have no idea how I am going to model realistic headlights and taillights. I also don't know how I am going to render the car nicely. I have been reading some tutorials but I just can't get hold of where to start from :dead: Can someone give me some advice please? :buttrock: I don't want to give up on this concept so easily but sometimes I just can't help but think of giving up

petter
05-12-07, 07:59 PM
things are going better and better... i hope i'll see something very cool.
in the mean while, post some wires

gen5
07-12-07, 12:35 PM
yo, improvement indeed, but your clay render is wayyyy too bright, cannot really see much

why not just switch to expert mode and grab a viewport screenshot, save it as a bmp then convert it to a jpeg (quality 8-10)

rodderworld
07-12-07, 09:30 PM
you've got a lot of pinching on the rim. and this is in the wrong section, this definitely isn't lowpoly.

regards,
rodder

turbopok
12-01-08, 04:57 PM
petter: heh I guess I will be forever stuck with material mapping and hdri setup.. I know no sh.it about those stuffs :S And I can't find a proper point to start from:dead:

gen5: yup now I've tried the method you suggested.. The quality is much better than the jpeg that 3ds max saves.. Thanks for the tip :buttrock:

rodderworld: hmm I think I accidentally misplaced some vertices so it looks out of shape.. I somehow found a copy of a max file with no bumps on the rim.. but when I export it into a mesh and import it into my bmw concept car max file it just gives me weird triangulations.. hmm I am not sure whether my work deserves to be there, I think the mods should make the decision ;)


And here are some renders.. I was trying to follow Equinox's tutorial on making volumetric headlights, but it turned out that they didn't look nice on my concept (probably because it still doesn't have the necessary materials applied) So I fiddled around with the positioning of the omni lights, trying to achieve some cool effects which a noob like me haven't achieved before :D Btw I've also tried to model the tailight and add some other minor details to the model. Some renders might seem dark but I somehow prefer them like that.. it gives a sense of secrecy :)

petter
12-01-08, 07:32 PM
i think you should keep doing this studio... nice illumination for the start.
i was the same like you, no ideea about hdri, and i started with studio, it was more natural to me to understand the studio scene creation than the hdri scene... so ... do ya thang:o:

turbopok
20-01-08, 09:51 AM
And here's another render!

http://fc01.deviantart.com/fs22/f/2008/020/b/0/BMW_Concept_3D_Renderings_by_turbopok.jpg


I've tried some car paint tutorial and this was the result. For this render I relied a lot on the Arch & Design materials :( Looking for material making tutorials on google yielded so little results that I gave up on the materials :dead:

I guess I still need to spend hell lot of time learning and reading up on tutorials, I still don't know how to make tire sidewalls and hell lot of materials. :/

petter
20-01-08, 12:46 PM
i like the car speculars, tyre modeling. can't say the same thing about the carbody modeling.
the shadows and someother things are bad, but that's easy to fix. sick more tutorials, after you read them, you'll see how simple it's to make some things.

gen5
20-01-08, 04:31 PM
like your improvement so far, but the brake caliper looks so weird
and mods should move it to 3d-in-progress forums, this ain't low poly