Logo

Go Back   CGCars > Work in Progress > 3D Work in Progress: High-End
Register FAQ Members List Awards Calendar Search Today's Posts Mark Forums Read

3D Work in Progress: High-End Projects done with professional/highly experienced modelling, texturing & lighting

Reply
 
Thread Tools Display Modes
Old 25-03-08, 05:25 PM   #221
Purple Puppy
Junior Member
 
Purple Puppy's Avatar

3D Studio Max
Rhinoceros


My System

 
Join Date: Dec 2006
Posts: 28
Send a message via MSN to Purple Puppy
The way you model the seat, it looks comfortable and nice for sitting in!
__________________
Proud to be a car designer
Purple Puppy is offline   Reply With Quote
Old 26-03-08, 11:18 AM   #222
mikornr
Junior Member

3D Studio Max


My System

 
Join Date: Feb 2007
Posts: 15
Hi, ORB , yours works are always fenomenal
One question,
i saw in one of your wip that you import your models in max from rhino with npower translator. can you tell me more about the importing options you choose?
mikornr is offline   Reply With Quote
Old 26-03-08, 07:50 PM   #223
ORB
CGCars Member

Rhinoceros
3D Studio Max


My System

CGCars Choice Award 
 
Join Date: Dec 2005
Location: Helsinki, Finland
Posts: 112
Thanks for comments. I'm glad you like the seats.
I'll use these colors for final renders plus all kinds of crazy combos like fur and alligatorskin..

Quote:
Originally Posted by andrei View Post
Very nice texturing / Modelling man! The black seat is really nice!
Do you use the default NURBS Mapping or apply it another time at max?
Usually I add a box UVW modifier to keep the tiling the same in every object. Works with most objects but sometimes if the texture tiling is visible (like on the front leg padding in the black render), I have to use the default isocurve mapping..

@mikornr: The default import options work fine if the geometry is valid, meaning all naked edges are joined between surfaces (use ShowEdges command in Rhino) also if you have trimmed surfaces, it's good to use RebuildEdges in Rhino to prevent meshing errors.
For controlling the render mesh with Npower, set the -FaceChord %/Pixels- to 0,5 or lower for a very accurate mesh..

So, here is the wireframe. Nothing groundbreaking. Just business as usual. I sculpted all of the pads from single surfaces. This was a faster and easier approach than creating multiple surfaces and filleting/blending them together. This makes also for easier editing and gives a more natural look to them. Later on I created some wrinkles, that's why the isocurves don't flow naturally..
Attached Thumbnails
Click image for larger version Name: wip88.jpg Views: 211 Size: 749.3 KB ID: 31023  
ORB is offline   Reply With Quote
Old 26-03-08, 08:57 PM   #224
madmatt
Junior Member
 
madmatt's Avatar

3D Studio Max
Rhinoceros



 
Join Date: Nov 2005
Location: IT
Posts: 41
Send a message via Yahoo to madmatt
Thanx for the wire man. Simply great solution...
__________________
May The FORCE Be With You
madmatt is offline   Reply With Quote
Old 26-03-08, 09:10 PM   #225
SeSim
CGCars Member
 
SeSim's Avatar

3D Studio Max


My System

CGCars Choice Award 
 
Join Date: Sep 2005
Location: Sweden
Posts: 719
Hi ORB!

Stunning as always! u make nurbs looks like a kidsgame

MY wonder is.. U gona sell this model 2?
__________________
Inhouse 3d Artist at: www.spark-vision.com
SeSim is offline   Reply With Quote
Old 26-03-08, 09:29 PM   #226
oxydo
CGCars Member
 
oxydo's Avatar

Rhinoceros
3D Studio Max



 
Join Date: Sep 2006
Location: Zagreb, Croatia
Posts: 150
Thumbs up

Quote:
Originally Posted by ORB View Post
Thanks for comments. I'm glad you like the seats.
I'll use these colors for final renders plus all kinds of crazy combos like fur and alligatorskin..



Usually I add a box UVW modifier to keep the tiling the same in every object. Works with most objects but sometimes if the texture tiling is visible (like on the front leg padding in the black render), I have to use the default isocurve mapping..

@mikornr: The default import options work fine if the geometry is valid, meaning all naked edges are joined between surfaces (use ShowEdges command in Rhino) also if you have trimmed surfaces, it's good to use RebuildEdges in Rhino to prevent meshing errors.
For controlling the render mesh with Npower, set the -FaceChord %/Pixels- to 0,5 or lower for a very accurate mesh..

So, here is the wireframe. Nothing groundbreaking. Just business as usual. I sculpted all of the pads from single surfaces. This was a faster and easier approach than creating multiple surfaces and filleting/blending them together. This makes also for easier editing and gives a more natural look to them. Later on I created some wrinkles, that's why the isocurves don't flow naturally..

Great work ORB ......and it is nice of you to share those informations abaot modeling , inporting and athers thing .
oxydo is offline   Reply With Quote
Old 27-03-08, 07:29 AM   #227
mikornr
Junior Member

3D Studio Max


My System

 
Join Date: Feb 2007
Posts: 15
Thanks ORB. npower translator it's not very easy to use (if u want good result)

Once you've imported the mesh what did you do. Did you convert it to poly, to apply UV mapping, Uvw Unwrap or do nothing?
mikornr is offline   Reply With Quote
Additional Information
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump