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-   -   porsche carerra gt (https://simplymaya.com/forum/showthread.php?t=18013)

dilberts 26-08-2005 08:30 PM

porsche carerra gt: Updates
 
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Started yet another project. If only I could finish one entirely.

dilberts 26-08-2005 08:36 PM

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another pic

Shadeblade 26-08-2005 09:34 PM

Whew!! You're off to an amazing start! That's really nice. Can we see a wire?

Turbo Dan 26-08-2005 11:53 PM

amazing start, ive never seen anyone model the entire front end first, but its an interesting approach.

looks perfect, keep going! and dont give up.

MattTheMan 27-08-2005 02:30 PM

WOW Thats amazing!

alienscience 27-08-2005 02:44 PM

Niceeee.

dilberts 02-09-2005 04:43 AM

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Updates. Don't get much time to work on this because of work, but I think I'll finish this one.

dilberts 02-09-2005 04:53 AM

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another pic

dilberts 02-09-2005 05:06 AM

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another pic

dilberts 02-09-2005 05:33 AM

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the door

t1ck135 02-09-2005 07:35 AM

very nice :)

Do you find it easier modelling one bit to completion before moving onto the next bit?

dilberts 02-09-2005 12:44 PM

I 've used both approaches before. With NURBS it's easier to start out with the entire basic shell, and then refine from there, that's how I did the 350Z in an earlier post. With polys (this project) you can work on one piece independently until you're happy, then move on. Either way though I'll always go back and refine the entire model when it's approaching completion.

serhat 02-09-2005 08:06 PM

WOW MAN THAS AWSOME, realy nice work man keep it on ;)

dilberts 05-09-2005 08:19 PM

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Coming along slowly but surely.

dilberts 05-09-2005 09:52 PM

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more

dilberts 05-09-2005 10:11 PM

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another

RupertFaraway 05-09-2005 10:16 PM

Holy shit! How did long did it take you to learn to model like that?

dilberts 05-09-2005 10:16 PM

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rear wire

dilberts 05-09-2005 10:27 PM

Thanks Rupert, but I'm still a relative beginner. One of the biggest things that helps to make your poly models look more professional is to have a real good understanding of what the poly smooth function is actually going to do to your base mesh. You have to know how to use the split polygon tool in just the right places to get the exact edges you are looking for after the smooth. Lots of practice splitting and smoothing a simple polygon cube helps out no end with visualizing how objects are going to look after smoothing. Doing that helped me out greatly with accuracy.

RupertFaraway 05-09-2005 11:42 PM

Thanks. :bow:

MattTheMan 06-09-2005 12:12 AM

WOW!!!

dilberts 08-09-2005 05:55 AM

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Working on the rear end and engine cover. Exhaust pipes are finished also.

dilberts 08-09-2005 06:04 AM

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Exhaust

dilberts 08-09-2005 06:27 AM

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another

RupertFaraway 08-09-2005 11:05 AM

*orgasm*

jbannick 08-09-2005 12:21 PM

i agree, that thing is f'ing awesome! good job. How long have you been working on it?

dilberts 08-09-2005 03:51 PM

Thanks. I've been working on it for a few weeks, but in actual hours maybe around 10 or so. Unfortunately, working with Maya is my hobby, my regular job and son take up most of my time. Wish I had more time to get it finished quicker.

MattTheMan 08-09-2005 07:49 PM

As for the car... AMAZING WORK. AWESOME!

Cheers, :beer:
,Matt :alien:

dilberts 09-09-2005 05:27 PM

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Cleaned up the rear end a little. Gonna finish the main body, then do the grill above the engine, then it's onto the wheels. Might get around to working on the materials sometime!

dilberts 09-09-2005 05:42 PM

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overhead shot

dilberts 10-09-2005 11:24 PM

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Parked it by the harbor. I love HDRI's, but they can be a real pain to work with. First off, it's hard to find a good HDRI that isn't too over the top, and then once you've found one you like it's an even bigger pain to find the camera angle that looks best. The same HDRI can range from looking absolutely terrible to great in the course of a few degrees of camera movement. Any suggestions on getting good HDRI results would be welcome.

NextDesign 11-09-2005 12:05 AM

It looks a little speckaly for me. And you might want to bring down the reflectivity. Also, you should finish the model before you start fooling around with materials.

Great work!

dilberts 11-09-2005 03:00 AM

The speckles are due to the conversion from a Maya iff image at 1024x768 to a JPEG at 640x480, which always sucks it seems. The paint has a silver flake to it which just won't come out clear with a JPEG at that resolution, and subsequently it looks speckly. I'd post a nice high res image, but this forum seems a bit weird with large image attachments.

Yeah, I've got to finish up the modeling, I shouldn't get impatient.

dilberts 12-09-2005 05:47 PM

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Getting there. This shader is a little better I think.

dilberts 16-09-2005 05:33 AM

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A few updates. Added the grill over the engine, the air vents, the wing mirrors, and both sets of rear lights. Welding all those half spheres together was a big pain, and it's still not finished. I also tidied up the spoiler. Next it's on to the wheels, and then the interior.

RupertFaraway 16-09-2005 11:04 AM

Oh my god! You're sure you aren't a pro? That's just amazing...

mc-fleury 17-09-2005 12:38 AM

what the... what the****:bow: :bow: :bow: :bow: :bow: :bow: :bow: :bow: :bow:

oh my god!!!!!

that work is just amazing WOW:eek: .pretty nice render too keep it up i cant belive what i see.lol

vladimirjp 17-09-2005 02:34 AM

i like it so far. good attention to details.

test renders are always a good idea to see where things are going. mess with the shaders all u like to get an idea of the desired result for the final model:beer:

MattTheMan 17-09-2005 12:35 PM

I think that this, in competion, might go all the way to the gallery.

dilberts 17-09-2005 06:49 PM

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Thanks for the compliments. Still have a lot to model before I seriously start looking at textures. Finished the wheel though, so here it is.


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