Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 106 13-04-2007 , 11:54 AM
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Another shot.

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# 107 14-04-2007 , 04:14 AM
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I am struggling with modeling the shaded area of the bike. I tried using nurbs but cannot control them. I always struggle modeling these types of shapes and wonder if anyone has any suggestions.

Cheers,
Leon

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# 108 14-04-2007 , 06:24 AM
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If you haven't or can't master curves and lofting then may I suggest the create polygon tool, as long as you think about where you are placing your points as you create it will be pretty easy to use the split polgon tool after and connect the verts.

# 109 14-04-2007 , 06:33 AM
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I would start with a poly cube, then add divisions and move them to suit, placing ones in positions where holes are going to be then delete the polys where the thoes are going to be, in fast I pretty much model everything this way!


"No pressure, no diamonds" Thomas Carlyle
# 110 15-04-2007 , 01:02 AM
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Cheers for the ideas, I have decided to block out the rest of the bike so that I have a better idea of where the main body will go. I am having a bit of trouble with the handle bars though. I have created a curve and was wondering if there is anyway to make nurbs follow a curve similar to the polygon extrusion along a curve. I have tried creating a nurbs cylinder and moving and rotating the control vertexes but I keep ending up with it being a bit of a mess.

Cheers,
Leon

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# 111 15-04-2007 , 01:48 AM
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You create a curve, then create a circle, put the circle at the end of the curve, select the circle and then the curve and go to surfaces extrude and check the settings for the output to be nurbs.


"No pressure, no diamonds" Thomas Carlyle
# 112 15-04-2007 , 02:01 AM
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Cheers gster that is exactly what I needed to know.

# 113 15-04-2007 , 02:11 AM
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Just thinking you might need to select the curve then the circle, cant remember off the top of my head


"No pressure, no diamonds" Thomas Carlyle
# 114 16-04-2007 , 08:03 PM
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Jokers bike so far. Still a lot to do as well as a lot of tweaking in places.

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# 115 17-04-2007 , 01:44 PM
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nice bike model there leon ... crits i have atm are the wheels seem abit to dark or have no texture if you get what i mean.

i reckon you should chuck one of your characters onto the bike and make him ride to places, i reckon you could pull it off user added image

# 116 17-04-2007 , 04:23 PM
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Cheers Marlonjohn, the problem with the wheel area is the bike is a very dark blue. Hopefully with some tweaks to the shader I can get the geometry to show up better. Once I am 100% happy with my displacement maps I will begin texturing + rigging the characters so I can get some animation on the go.

# 117 17-04-2007 , 08:21 PM
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Got things looking a lot better. I have begun using the metal ray mi_car_paint_phen shader but am having difficulty getting good results. If anyone has any tips or knows of any tutorials for this shader it would be a great help.

Cheers,
Leon

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# 118 04-05-2007 , 07:40 AM
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Done some more work on Kaneda in Mudbox. Not sure if the proportions are right and so any thoughts or suggestions would be much appreciated.

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# 119 04-05-2007 , 02:13 PM
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his head is definitely looking too big. a person is usually around 7 heads tall - though there is a lot of variation. also i just think that the creases on his trousers are a bit too strong at the moment - i might make them a bit more subtle.

i really like your model of the joker's bike. it would be nice if you could add a few more lights as it's a little hard to see at the moment. keep up the good work. user added image

# 120 04-05-2007 , 03:43 PM
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Although you're doing fantastic on this model, and also <what is sandbox>,
I do have some crits :S
the arms are . . . well maybe a little too short
the sleeves look odd, although that might be what they're supposed to look like...
boots need some angle, their kinda long tubes if you know what I mean.
other than those things, its excellent!
Chris

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