Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 61 10-05-2003 , 06:00 PM
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that is an absoluletly SWEEEEET way of making a tire!! Hellishly polyheavy but who cares!! user added image Did you consider doing it with a displacement map?


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# 62 10-05-2003 , 06:20 PM
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Hey Pure_Morning - thanks user added image - I'd like to learn more about displacement maps at one point - I've used a bump map with a uv map on polys - similar?

For this project however, poly count just isn't an issue - it's precision I'm interested in. I've been looking at photorealistic nurbs models and that's what I'm hoping to accomplish. It's going to take a while I think. Planning a nurbs model so that the patches can be stiched and maintain tangency is the biggest challenge.


Check out the subsurfacescattering on my tongue...

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# 63 10-05-2003 , 07:37 PM
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displacement is exactly the same as bumping except that displacing will actually add geometry to the model at rendertime (thus taking a heck of a lot longer to do!!) bump mapping just alters the normals of an object to make it look like details are there when they aren't. So displacing just moves the points along the normal to create the extra details.

Well that's the basic idea

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# 64 10-05-2003 , 08:06 PM
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Hey Pure_Morning - thanks for the explaination - I'll have to try modeling with that technique. Actually I could probably use that for what I'm doing at work. Cool. user added image


Check out the subsurfacescattering on my tongue...

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# 65 12-05-2003 , 12:16 PM
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ereitz, thats the same way I make my tires! It seems to work pretty good, and that way you can ad a different color to the "floor" of the tire, like in my renders to easily show dust or light dirt just on the tred and not the rest of the tire. Great work
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# 66 12-05-2003 , 02:27 PM
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thanks for the tip brian - I'll have to give that a try when I get to texturing user added image


Check out the subsurfacescattering on my tongue...

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# 67 12-05-2003 , 02:40 PM
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yeah, it turns out pretty nice, and it makes the geometry stand out more. But... it kinda sucks, because depending on how you have your tred, it can be a pain selecting all of those outer faces, to apply a different material to it. user added image
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# 68 01-06-2003 , 05:26 AM
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Okay - granted the following picture is not of a mclaren - it's my own design inspired by the mclaren. I began this model because my skills and work flow have improved and I wanted a fresh start before I went back to the mclaren. I'm having so much fun on this model tho that I want to finish it so I'm going to leave the mclaren and keep going with this car for now. I'm going to leave it in the same thread. Hope that is okay. user added image

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# 69 01-06-2003 , 05:31 AM
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still need to model the inside and do a whole lot of detailing for lights, door handles, seals around windows, body panels, mirrors, exhaust, gascap, emblem, windshield wipers etc. but this took me about 8 hrs altogether to this point. I wasn't helped or hindered by blueprints - just started drawing big sexy curves.

for a little refresher on modeling mechanical objects with organic shapes using nurbs I went back to the suburu tutorial.

https://www.blissdd.com/WRX/Tutorial/tutorial.html

There's no better tutorial on the subject out there.


Check out the subsurfacescattering on my tongue...

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# 70 02-06-2003 , 07:05 AM
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Well, I've started with the detailing work. As it's the end of my weekend progress will slow...

Anyway, some shots...

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# 71 02-06-2003 , 07:06 AM
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and one more from above

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# 72 02-06-2003 , 07:51 AM
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and a little more

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# 73 02-06-2003 , 11:49 AM
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sweet ride eretiz man user added image


Thanks for wasting your time reading this line.
# 74 02-06-2003 , 11:45 PM
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hey man
all i want to say is that this is one of the coolest models i've seen. it rocks!
just wondering apart from the wrx tut have you used any other resources?


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# 75 03-06-2003 , 06:29 AM
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thanks aldudeau - as for other resources - if you need blueprints:
https://www.suurland.com/ or https://www.onnovanbraam.com
are good sources.
other than that I use the help files of Maya all the time trying to figure out why birail isn't working or why stitching causes major wrinkles instead of the hoped for smooth surface.

the wrx tut is not the simplest way to go about modelling a car - working with polys or subds is simpler and more predictable but in the end it's more difficult to get a model which is precise and has perfect curves.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
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