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-   -   Yamaha Roadstar (https://simplymaya.com/forum/showthread.php?t=19065)

dilberts 26-11-2005 07:57 AM

Sorry, double post.

Visitor 26-11-2005 08:49 AM

i notice from your last update wich BTW is looking real good that your gona have trouble rendering it to it's best have you tried setting everything up in maya all your FG and whatever then shutting maya down and doing a batch render from the command prompt? this will give more memory and everything to the render??

i know with my rod {wich has lotsa reflections ;);) }}when i have everything showing and the FG turned up the in maya mr render struggles{{unless of corse i hide a tyre}} it doesn't crash just gives up the render part way through ..no error messages or anything just does a part render so i've started to use the out of maya batch to render with lots of FG


:beer:

dilberts 26-11-2005 04:54 PM

Thanks for the advice, I've never tried that before. I'll have to read up on it a little.

dilberts 27-11-2005 10:51 PM

1 Attachment(s)
Quick low quality render to show some progress.

utpal 28-11-2005 06:59 AM

hey, nice job on the machine part.
though, i would say i like your clay renders better than the chrome ones. its not really about your renders per se, i just think that giving too much reflection to surfaces hides the high amount of detail that you put into your work...

dilberts 29-11-2005 07:29 AM

1 Attachment(s)
Breakthrough!! I was worried that I wouldn't be able to give this model justice in the render stage, but I just spent 5 hours learning about render layers and compositing, and have finally managed to render without crashing. This was rendered in 4 pieces. I haven't messed with the compositing yet, so the masks are maybe a little too obvious, but at least now I know with a little work I can get the high quality render I'm looking for. It only took 38 minutes to render all 4 layers too.

Now to finish up the modeling and start texturing. The engine is all but complete apart from the exhausts, so the hard part is done. :attn:

dilberts 29-11-2005 05:15 PM

1 Attachment(s)
Texture time.

Minstrel 30-11-2005 09:22 PM

WOW :bow:

dilberts 01-12-2005 06:28 AM

1 Attachment(s)
Added the brakes, cables, seat and oil tank.

Visitor 01-12-2005 07:56 AM

looking good dilberts hows the PC copeing with the amount of nurbs it slowing down any in the viewport yet ;)

the detail is looking spot on nice going

clopper 01-12-2005 11:19 AM

I love your work flow. would like some tuts in the furture from you. Where have you learnt to learn modelling like that?

The complexity is awesome, do you work in polys? Ho do you go about creating pieces, do you extrude edges from a plane? or start with a primitive and then extrude faces etc?

dilberts 02-12-2005 12:05 AM

Visitor, yeah the nurbs trims kill the viewport. I only work in wireframe mode for zooming and tumbling though, so it doesn't effect things too much. Just lots of hitting the 4 and 5 number keys.

Clopper, there's not a single poly in this model. What I do is study the object I'm trying to model, and come up with a plan of attack. With NURBS there's so many options for making a surface, you just have to have the experience to pick the method that will be the most efficient. General rules I found work pretty well. For any round/oval object with any amount of symetry I'll usually go with the loft or revolve tool. For complex geometry with clean/sharp edges, I'll usually use a trimmed surface with circular fillets all over the place. And for what's left I'll use the birail 1 and 2 tool extensively. For instance, the seat was all birailed surfaces. Sometimes for a smooth surface (such as the fuel tank) I'll start with a NURBS sphere and add a lattice deformer for smoother control.

Basically, learn every tool and apply each one to the situation that needs it most. I have no formal training at all, just lots of messing around on my free time.

clopper 02-12-2005 09:55 AM

thanks for that, but as for me those terms are alien as I have always worked in polys and subd's. where would you suggest starting with modelling in nurbs? Not beginner stuff, but a godd resource which covers all the methods you have just mentioned.Thanks

Falott 02-12-2005 01:20 PM

there is a Gnomon video tut done by Darrin Krumweide in which he´s modeling a car. he´s pretty much covering all important Nurbs Tools there. I learned a lot out of it. but still - nurbs kind of don´t like me.

I´m a big fan of your work dilberts!

dilberts 02-12-2005 11:11 PM

clopper, falout is right about that video. I have it and it would be a big help for someone who wants to learn the NURBs tools.

dilberts 03-12-2005 06:03 AM

1 Attachment(s)
Latest update. Added the rear wheel, rear brake disc, and started on the drivetrain including the weird spinner thing (I've no idea what it is). No time for high quality renders I'm afraid.

V00D00 03-12-2005 08:08 AM

That is truely impressive... I can't imagine just doing that with a couple reference pics.

dilberts 04-12-2005 10:23 PM

1 Attachment(s)
Latest update. Added a bunch of things. Maybe another week and I'll be done with the modeling, and then the fun begins.

dilberts 05-12-2005 05:06 AM

1 Attachment(s)
Last update for the weekend. Added the exhaust and the rear seat. All that's left now is the rear light assembly, the wing mirrors, and a bunch of foot peg thingies. By next weekend I'll be adding materials and rendering. :attn:

darijo203 06-12-2005 01:40 PM

Smooth!

You're realy good hard surface modeler. Try to compose it into 2D photo....

....aaaa....could you model the Star trek's Voyager....please!

Joke, keep up the great work mate!

Falott 06-12-2005 03:22 PM

hope I may ask you some question dilberts. you mentioned using lots of surfaces and your renderings do look pretty damn smooth - mine do not. so I guess you will know about what i might be doing wrong.

I found that the rendered smoothness can be adjusted in the Tessellation and Advanced Tessellation Tab in the nurbs shapeNode. but what if I have 47858 nurbs patches....?

is there a way to override specific tessellation settings of each nurb? or would i have to adjust every single nurb?

I might be on the wrong track, but how do you deal with this issue?

----------------
edit: forget about my silly question - found the answer here

http://forum.simplymaya.com/showthre...d+Tessellation

dilberts 06-12-2005 11:02 PM

Falott, select all the patches you want to adjust, then go to Window>General Editors>Attribute Spead sheet and hit the tesselation tab. Now you can adjust whatever you want in a spread sheet format.

dilberts 08-12-2005 08:02 AM

1 Attachment(s)
Been busy at work, so I haven't had time to work on the challenge the last couple of days. I'm going to finish the modeling this weekend, and then spend the next two weeks rendering. This render is an extremely quick color render, with no time spent on textures or the environment. It's dark and generally ugly looking. Plus it was rendered at very low settings for speed. Regardless, I did it just to see how close to getting a real photo image I was getting, and even at this low quality I'm fairly happy about the look. Once I spend time on the textures and rendering settings, I think this will be my most photorealistic project yet.

blomkaal 08-12-2005 02:13 PM

Wow!

As you say, it's a bit too dark though, and from looking at the rear wheel, the tire shader looks a bit too specular IMO... But great job none the less!

MattTheMan 08-12-2005 09:05 PM

HOLY CRAP! This might make it to the gallary if it were by me!

dilberts 10-12-2005 08:15 PM

1 Attachment(s)
Couldn't resist messing with a render for a bit. Still gotta finish up the modeling though. The compositing needs some work, but I'm reasonably happy so far.

darijo203 10-12-2005 08:28 PM

great but fix tiers shader...looks plastic!
Try to put on some dirt to fit the background...

dilberts 10-12-2005 08:32 PM

1 Attachment(s)
Slightly nicer composite

dilberts 10-12-2005 08:46 PM

1 Attachment(s)
Artsy black and white.

The HDRI needs a lot of work, I agree. I haven't picked the final one yet, and the textures are very rushed. A lot of this bike actually has a brushed aluminum type metal rather than a chrome, but I haven't gotten around to doing that yet.

pbman 10-12-2005 09:16 PM

WOW
dude another peice of amazing work
i agree that the tyres look plastic and i also think the disk for the brakes has a slight wrong tone to it

i like the b&w shot very nice

u've got my vote for this

dilberts 10-12-2005 10:00 PM

Thanks. You're right about the tires. I haven't worked on them yet as they'll have a displacement map for the treads. I've got to stop messing with rendering and finish the actual model. ;)

Visitor 10-12-2005 10:15 PM

looking very promising bud once you work on the shaders and do the final render it will be awsome

but please lean the bike over a bit and add the kickstand or get some half naked female sat astride it ya can't have it floating in midair ............;)

sorry had to make silly coment cos can't find anything wrong with the model ;)

nice work man

dilberts 11-12-2005 12:25 AM

1 Attachment(s)
Just rushed off a quick studio style render. There's no shadows, and I had some of the pipes assigned to the wrong render layer, but it gives an idea of what a studio render will look like. I think I'll have to add a couple of regular lights with this set up because it's just too dark in places.

You're right about it being too straight up. Gotta model that kick stand some time :p


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