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Old 01-04-2011, 08:48 PM   #1
dantrodgers
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dantrodgers Works in Progress

Decided to make this thread and put all my works in progress here, instead of constantly creating new ones..

Here is what i am currently on with, its for a uni project. We had to design a building with a floor area of no more than 30m2 for a single student. I modelled it (badly) in sketchup and imported to max, so now got to sort out all the weird stuff that the import made, and then get on with texturing it.

Here are a couple of semi-clay renders.





Perspective floor-plan



Attached image of latest work.
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Old 01-04-2011, 09:03 PM   #2
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I like it. I did it once, import from sketchup, I dont recomend it . But its good for making renders. I like the renders you did.
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Old 08-04-2011, 04:51 PM   #3
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started texturing the building today



Decided i would use this as some practice for uvw mapping seems as its a nice simple shape, but for some reason if i go out of the modifier stack and edit my model slightly on the edit poly modifier it completely resets all the uvw maps...

I read that this is a bug in 3ds max, and a quick fix for this is to put a Mesh Select mod under the unwrap uvw mod, but this hasn't had any effect. I wsa wondering how anyone else has worked around this problem??

cheers for any tips

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Old 12-04-2011, 07:14 PM   #4
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couple of pretty small updates.

Started adding a few bits of furniture for the living room/kitchen area, textured the floor inside and outside the building, and changed the glass.

Still need to add grass around the outside, model a simple building behind, completely do the roof which is a brown roof system (logs, shrubs etc) and then try and make the wood cladding a little more weather and less climical..



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Old 13-04-2011, 10:55 AM   #5
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you might wanna play a bit and adjust the glass material, since it's not quite clear are the glass panels open or closed, also the shadow is causing a distinct horizontal line which is almost impossible since the light will travel through the glass panel and hit the 3D surface inside the object causing different shadow effect

overall it's good, this should be lighting rendering tests or? Having said that if you need any help with modeling you need to post a bit more clearer object with wires etc
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Old 13-04-2011, 01:08 PM   #6
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Originally Posted by rocneasta View Post
you might wanna play a bit and adjust the glass material, since it's not quite clear are the glass panels open or closed, also the shadow is causing a distinct horizontal line which is almost impossible since the light will travel through the glass panel and hit the 3D surface inside the object causing different shadow effect

overall it's good, this should be lighting rendering tests or? Having said that if you need any help with modeling you need to post a bit more clearer object with wires etc
cheers, once ive finished off the environment i'll start to sort out the lighting, at the minute i just have a daylight system with pretty much no parameters changed.

I completely agree with your comments about the glass, to be honest it was a fluke that i even managed to get it looking like that. Spent most of yesterday experimenting with different glass settings for the SMC, so i should be able to apply what i learned to this model over the next few days.

I'll more than likely post details of models that i make for the outside of the building eg. logs, maybe a bench etc, but as the model was originally made (badly) in sketchup the mesh is pretty crap, and some of the furniture is just downloaded and imported as im on a pretty tight schedule and got sh*te loads of other work to do . Though if you did want to see any wires, id happily upload some pics.
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Old 13-04-2011, 09:11 PM   #7
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my latest SMC entry.
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Old 14-04-2011, 11:52 AM   #8
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You building is looking pretty nice, I like the sky backdrop. Glass is a tricky one to get right, especially archictectural window glass, but i'm confident you'll sort it.
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Old 26-04-2011, 03:16 PM   #9
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My entries for last weeks speed modelling challenge

James Bond gun barrel



and.. Nightmare before Christmas, might mess about with this at a later date
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Old 06-05-2011, 10:19 AM   #10
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Made this for a speed modelling challenge the other week, but gona use it to learn how to properly unwrap uvw's.

Its a sweeper bot.





this is what its looking like textured so far..



still needs a lot of work, but should have a bit more time from now on to spend on it seems as uni is comin to an end for this year..

any comments and/or tips for uvw unwraping in 3ds max would be appreciated
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Old 19-05-2011, 02:07 PM   #11
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Heineken is dutch beer and in dutch you write beer as "bier" I noticed that you wrote the english word beer on there :P For the rest I think it all looks good ^^
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Old 28-05-2011, 09:23 PM   #12
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Heineken is dutch beer and in dutch you write beer as "bier" I noticed that you wrote the english word beer on there :P For the rest I think it all looks good ^^
Cheers, heh in england Heineken bottles say 'beer'

This is another of my speed modelling challenge entries. Its an Othello hand blender.
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Old 09-06-2011, 02:21 PM   #13
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I'm going to start on a longer project now, a cartoony styled spaceship/flying saucer.

This is the basic shape that i have so far.


The legs have just been plonked on there to show what ive got in mind. I'm going to add rocket/missiles to the sides, maybe some sort of laser cannon to the front, then the rest is mainly detailing grills/vents/rivets and gauges etc

C&C would be great!

wires
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Old 11-06-2011, 02:05 PM   #14
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Hey, i like the spaceship.
The shape and style are very clean and simple, i like that. And i can see where this is going. Are you also planning to add an alien type character who is flying this ship?
I've got some tentacle and pink alien character on my mind.
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Old 11-06-2011, 04:14 PM   #15
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not really sure at all about who or what is flying the ship, maybe a robot, maybe a very simple looking stylized character.. i really dont know as yet. If all else failed i'd even thought of making the glass pod mirrored
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