Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 19-03-2007 , 07:57 PM
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So, i started work on the wind generator tower user added image
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...

https://img264.imageshack.us/img264/3...st05rs1.th.jpg

https://img265.imageshack.us/img265/2...st04yl0.th.jpg

Staircase close-up:

https://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...

user added image

# 17 20-03-2007 , 08:04 AM
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Wowwwww.......incredible......how do you manage to do an such dettailed model in a so little time.......really amazing


"One day someone tells me that I was no one, no one is perfect, if God is perfect so I'm God" - No One
# 18 20-03-2007 , 08:55 AM
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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 user added image

I'm busy today, so there'll be no update... i have to study user added image 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 user added image Quite a job, huh? user added image 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 user added image

Update tomorrow user added image

# 19 20-03-2007 , 11:48 AM
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Bla bla bla ,it's very simple he is a 3d maniak user added image , and in the same time he is low poly count maniak :p


goksimaster
# 20 20-03-2007 , 05:05 PM
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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 user added image 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 user added image
I'll also render this in higher res, but I just can wait right now...

https://img59.imageshack.us/img59/921...st07lr3.th.jpg

A view from down below:

https://img92.imageshack.us/img92/822...tails02kr0.jpg

closeup on roto-part (i don't know how it's called... rotor or something user added image)

https://img69.imageshack.us/img69/940...tails03qb3.jpg

That's it for today user added image Good night user added image

P.S.

And yes, this tower is 600 000 poly for now...


Last edited by 3dM@niak; 20-03-2007 at 05:09 PM.
# 21 20-03-2007 , 05:58 PM
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this is looking great - good job 3dM@niak - how did you do the modelling of the wood? it looks very effective.

user added image

# 22 21-03-2007 , 02:51 PM
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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...

user added image

# 23 21-03-2007 , 03:17 PM
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definitely looking nice!

It is looking more "medieval" than steampunk at the moment, but I realize it's not finished yet. user added image Looking forward to seeing more!

# 24 21-03-2007 , 04:10 PM
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man I want noise modifiers user added image

but I never going back to max :headbang:


# 25 21-03-2007 , 05:07 PM
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thanks for the explanation user added image - so maya doesn't have noise modifiers or something similar?

# 26 21-03-2007 , 05:26 PM
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so maya doesn't have noise modifiers or something similar?

you can add a noise node to a material but as it's under 2d textures it's bordering on texturing and of course to make it look any good you would have to UV map the object which Mike said not to do user added image

# 27 21-03-2007 , 05:31 PM
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Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 28 21-03-2007 , 06:03 PM
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they have noise modifiers but we have noise displacment user added image


goksimaster
# 29 21-03-2007 , 06:09 PM
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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.

# 30 21-03-2007 , 06:49 PM
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thanks a lot guys - interesting stuff. user added image

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