So, i started work on the wind generator tower :D
It's base is made of wood, because i always need that "one part is made of iron to last 1000 years, and the other's gonna fall apart in 15 minutes" effect when I think of this kind of factory... It took me some time to make wood made 90% using modifiers look at least a little bit like wood, cause i have to make lots of things and don't have time to make wood "by hand"... This part has 250 000 poly for now... http://img264.imageshack.us/img264/3...st05rs1.th.jpg http://img265.imageshack.us/img265/2...st04yl0.th.jpg Staircase close-up: http://img442.imageshack.us/img442/5...tails01dd8.jpg Next thing to do is to finish the construction, build the rotating part on the top, and create the mechanism with gears and belts and everything... :) |
Wowwwww.......incredible......how do you manage to do an such dettailed model in a so little time.......really amazing
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well, it's just practice i suppose... fast cloning, instancing.. and making myself always add more details, more details, moreee details :D
I'm busy today, so there'll be no update... i have to study :D since I'm new member, I'd like to introduce myself to the other members... My name is Luka Tilinger, I'm 16 years old, and I'm doing 3d for about 3 or 4 years... I live in Belgrade, in Serbia, a country in south-east Europe. I'm working on a computer game with few friends of mine, a real-time strategy game.... We hope it'll be finished in less than a year from now. I do the design, all the sketching, painting, and I lead 3d modeling :D Quite a job, huh? :D So I don't have too much spear time, but I'll find some to finish this model because steampunk is my favorite, and I need to practice high-poly modeling, cause right now all I do is sketching and drawing for the game, and some low-poly... That's about it :) Update tomorrow :) |
Bla bla bla ,it's very simple he is a 3d maniak ;) , and in the same time he is low poly count maniak :p
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I somehow managed to find some time and finish this tower, I still need to create a mechanism but that will just have to wait till tomorrow :) I'm wasted, gotta go get some sleep...
So here it is, built to the top, I think it looks rather tall, as I wanted.. I'll make a render with both tower and tank, so u can see them together and compare sizes :) I'll also render this in higher res, but I just can wait right now... http://img59.imageshack.us/img59/921...st07lr3.th.jpg A view from down below: http://img92.imageshack.us/img92/822...tails02kr0.jpg closeup on roto-part (i don't know how it's called... rotor or something :D) http://img69.imageshack.us/img69/940...tails03qb3.jpg That's it for today :) Good night :D P.S. And yes, this tower is 600 000 poly for now... |
this is looking great - good job 3dM@niak - how did you do the modelling of the wood? it looks very effective.
:beer: |
I made it using mostly modifiers.. I'm Max user, so i dunno if u have these in Maya but these are the steps i used:
first box, or cilinder as base, then move the vertices a little bit so it gets some randomnes.. Then i add few tesselate and noise modifers to get 3 steps of noise: large scale noise to make it even more randomshaped, one large noise to make groups of wooden pieces look diferent, and one to make it look like wood, fine rougnes... that's about it... :) |
definitely looking nice!
It is looking more "medieval" than steampunk at the moment, but I realize it's not finished yet. :) Looking forward to seeing more! |
man I want noise modifiers :confused:
but I never going back to max :headbang: |
thanks for the explanation :beer: - so maya doesn't have noise modifiers or something similar?
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Very nice modelling 3dM@niak, and very fast too :)
Reminds me of game buildings and assets Not to hijack your thread but I just found this on noise in Maya: http://forums.cgsociety.org/showthread.php?t=48207 which points to these: http://www.highend3d.com/maya/downlo...=8&search.y=15 Si |
they have noise modifiers but we have noise displacment :D
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Sorry to add to the hi-jacking of the thread but the basic principle of this is turn your object into a softbody then add a turbulence filed to the partical object and run it up for a few second to rough up the surface, then set the current state at start and finally delete the partical object leaving the geo randomly roughed up.
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thanks a lot guys - interesting stuff. :beer:
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