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Old 10-08-2012, 10:01 AM   #31
Garner
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okay so didn't want to miss this one, I ran out time so didn't get to finish it completely, such as headlights, mesh details and a proper engine but I wouldn't be too afraid to show it to a client, so this is my interpretation of a futuristic bike
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Old 10-08-2012, 10:50 AM   #32
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Total Awards: 9
Ooooh baby yes!!!
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Old 10-08-2012, 12:29 PM   #33
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Quote:
Originally Posted by Maximum View Post
Hupie, or anyone for that matter, how might you go about modeling a spaceship...
Would you model it in seperate parts? - Or would you model off it as one whole object?
When you model in high poly should you first make the basic model in low poly then convert?
Also on a side note I've been having A LOT of trouble making indents in high poly (for example Hupie's top fin on his ship) if I do manage to get it the way I want I usually am compensating for pinching and if everything goes well the rest of my model ends up taking a bunch of edge loops I don't necessarily want complicating me

Sorry for the questions but this type of modeling has always interested me but I can never seem to control everything as much as I would like lol
As you can see from my and garner's model we usually make the model in separate parts. Just whatever is easier and/or gives the best results counts.

Not sure what you mean with converting the model but when you work with sub-d modelling, u work on the lowpoly (with edge loops and chamfers to hold up the shape) and just apply a turbosmooth modifier on top to view the end result.

While learning sub-d modelling you end up with pinching on several occasions and there are several solutions most of the time. I would advice to follow several tutorials on sub-d modelling and learn how to solve pinching areas when adding detail. Here's some links:

Massive thread about sub-d modelling. It's very long but you'll learn a ton reading or skimming through all the posts:
http://www.polycount.com/forum/showthread.php?t=56014

http://cg.tutsplus.com/tutorials/aut...gh-poly-model/

Very detailed tutorial about high poly car modeling:
http://cg.tutsplus.com/tutorials/aut...orkflow-day-1/

http://cg.tutsplus.com/tutorials/aut...fi-prop-day-1/

Free videos but i also recommend the paid classic chic tutorial:
http://viscorbel.com/3ds-max-tutorials/

http://eat3d.com/dozer_part1

When you have seen all or most of these, you'll be a lot richer in knowledge and making the models i just made should be no problem. (although i've watched even a lot lot more tutorials than these).

@Garner, nice model! Did u make it up yourself or did you use concept art like i did?
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Old 10-08-2012, 06:17 PM   #34
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Quote:
Originally Posted by Hupie View Post
As you can see from my and garner's model we usually make the model in separate parts. Just whatever is easier and/or gives the best results counts.

Not sure what you mean with converting the model but when you work with sub-d modelling, u work on the lowpoly (with edge loops and chamfers to hold up the shape) and just apply a turbosmooth modifier on top to view the end result.

While learning sub-d modelling you end up with pinching on several occasions and there are several solutions most of the time. I would advice to follow several tutorials on sub-d modelling and learn how to solve pinching areas when adding detail. Here's some links:

Massive thread about sub-d modelling. It's very long but you'll learn a ton reading or skimming through all the posts:
http://www.polycount.com/forum/showthread.php?t=56014

http://cg.tutsplus.com/tutorials/aut...gh-poly-model/

Very detailed tutorial about high poly car modeling:
http://cg.tutsplus.com/tutorials/aut...orkflow-day-1/

http://cg.tutsplus.com/tutorials/aut...fi-prop-day-1/

Free videos but i also recommend the paid classic chic tutorial:
http://viscorbel.com/3ds-max-tutorials/

http://eat3d.com/dozer_part1

When you have seen all or most of these, you'll be a lot richer in knowledge and making the models i just made should be no problem. (although i've watched even a lot lot more tutorials than these).

@Garner, nice model! Did u make it up yourself or did you use concept art like i did?
Many Thanks Man (and for the amount of time you put to link everything and explain), Definetly going to follow these up then apply them to this challenge
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Old 10-08-2012, 06:32 PM   #35
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Total Awards: 9
Righto this challenge just got extended as i'm not too well tonight & going to lie down..... could be the heat here in the UK, that usually affects me a little bit, but also not felt well for a couple of days. Hopefully in a few hours/tomorrow morning i'll feel heaps better.

So this challenge will now end 10.00PM 17th August 2012, so sorry if you were keen for a new SMC this week. My apologies but at this moment it can't be helped.

By for now everyone, see you when i'm hopefully feeling better.
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Old 11-08-2012, 05:58 AM   #36
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Quote:
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okay so didn't want to miss this one, I ran out time so didn't get to finish it completely, such as headlights, mesh details and a proper engine but I wouldn't be too afraid to show it to a client, so this is my interpretation of a futuristic bike
"Holy priceless collection of Etruscan snoods!" Awesome! After eying of your amazing back ground I finally got to look at the model. Thanks for the break down. One of the reasons I love this Challenge is the ability to learn simply by looking at other peoples designs and being introduced to other software options.

Quote:
Originally Posted by ClassicGamer-3DT View Post
Righto this challenge just got extended as i'm not too well tonight & going to lie down..... could be the heat here in the UK, that usually affects me a little bit, but also not felt well for a couple of days. Hopefully in a few hours/tomorrow morning i'll feel heaps better.

So this challenge will now end 10.00PM 17th August 2012, so sorry if you were keen for a new SMC this week. My apologies but at this moment it can't be helped.

By for now everyone, see you when i'm hopefully feeling better.
Cool, I might be able to pump out another in that time. Get better soon and send the heat back to Australia where it belongs. It's cold down here.
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Old 11-08-2012, 07:52 PM   #37
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Made another speed model today and i also screen captured my process This was my first screen capture so i had to fiddle with things but i ended up with 800mb of video data seperated in 3 videos and it is sped up about 4-5 times. Now i gotta find a place to upload, my upload speed is 0.1 mb and i dont want to wait that long :P

During modeling my max crashed unfortunately so i lost some time there. But i now learned how to do a screen capture so that is great.

I think the spaceship turned out less good then my previous one but it has a more difficult design as well.

Concept:
http://1.bp.blogspot.com/-GrdB8YL4zl...igital_art.jpg
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Old 12-08-2012, 05:50 AM   #38
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Nice work, I would love to see your workflow if you do upload. (might be able to gather additional techniques ;D)!

Should also look into some Live Streaming! I love them Haha (as few of them for modeling as there are)
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Old 12-08-2012, 08:01 AM   #39
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Quote:
Originally Posted by ClassicGamer-3DT View Post
So this challenge will now end 10.00PM 17th August 2012, so sorry if you were keen for a new SMC this week. My apologies but at this moment it can't be helped.
w000p, gona have to take some time finding a good concept to model but looking forward to making an entry for this challenge

sorry to hear you're ill CG
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Old 12-08-2012, 08:54 AM   #40
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This one is extended :O This may be a sign I should take part. I may not have time for full blown 1 month of stylized, but I may scoop couple of hours for a nice SMC. And futuristic vehicle... If my todays work goes well, I will go for it. I had concept in my head since last week...
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Old 12-08-2012, 10:41 AM   #41
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Originally Posted by Hupie View Post
Made another speed model today and i also screen captured my process This was my first screen capture so i had to fiddle with things but i ended up with 800mb of video data seperated in 3 videos and it is sped up about 4-5 times. Now i gotta find a place to upload, my upload speed is 0.1 mb and i dont want to wait that long :P

During modeling my max crashed unfortunately so i lost some time there. But i now learned how to do a screen capture so that is great.

I think the spaceship turned out less good then my previous one but it has a more difficult design as well.

Concept:
http://1.bp.blogspot.com/-GrdB8YL4zl...igital_art.jpg
Drool! Wish I could conceptualize in Photoshop. Great image. Youtube sucks for uploading. Surprisingly Facebook is quite good. Haven't tried Vimeo, but I have heard it's more effective than Youtube. Either way, what format did you record too, what program are you using to edit it and what OS are you using? Do as much compression as possibly while you can. Also bare in mind, it don't matter what country your in or what your internet connection is like, Youtube will take about an hour for approximately 100mb. Stream sites are awesome for uploading content quickly as long as you don't mind losing quality.
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Old 12-08-2012, 12:53 PM   #42
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I didnt draw those concepts! Sorry, will mention it clearer next time.

I recorded with camstudio and used xvid codec at 40% quality (divx didnt work, tried that first). I didn't do any editing.

Part 1
http://www.youtube.com/watch?v=eCYd90peGXQ&feature=plcp

Part 2
http://www.youtube.com/watch?v=DmS3NA0YSaM&feature=plcp

part 3
http://www.youtube.com/watch?v=UskWo3ma9gA&feature=plcp

Last edited by Hupie; 12-08-2012 at 01:04 PM..
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GreatHupie! Thank you:
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Old 13-08-2012, 08:06 AM   #43
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@ClassicGamer = LOL
@Hupie = thanx, it was my own conept driven around a few refrences found online, was good fun modelling just wish i could have finished it but the time frame was just too tight in the end,
@filbones = thankyou, people probably dont realise but i was in this forum speed modelling years ago and alot of my skills have developed from this very forum which is why i try to break down my models as much as possible, not only for others to learn from, but also to get good feedback, a good idea when modelling is to use the symmetry tool or to only model one side and then instance the other side, halves your modelling time and also you can smooth the instance side and get feedback on your models topology with having to switch back and forth.
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GreatGarner! Thank you:
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Old 13-08-2012, 05:52 PM   #44
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Quote:
Originally Posted by Hupie View Post
As you can see from my and garner's model we usually make the model in separate parts. Just whatever is easier and/or gives the best results counts.

Not sure what you mean with converting the model but when you work with sub-d modelling, u work on the lowpoly (with edge loops and chamfers to hold up the shape) and just apply a turbosmooth modifier on top to view the end result.

While learning sub-d modelling you end up with pinching on several occasions and there are several solutions most of the time. I would advice to follow several tutorials on sub-d modelling and learn how to solve pinching areas when adding detail. Here's some links:

Massive thread about sub-d modelling. It's very long but you'll learn a ton reading or skimming through all the posts:
http://www.polycount.com/forum/showthread.php?t=56014

http://cg.tutsplus.com/tutorials/aut...gh-poly-model/

Very detailed tutorial about high poly car modeling:
http://cg.tutsplus.com/tutorials/aut...orkflow-day-1/

http://cg.tutsplus.com/tutorials/aut...fi-prop-day-1/

Free videos but i also recommend the paid classic chic tutorial:
http://viscorbel.com/3ds-max-tutorials/

http://eat3d.com/dozer_part1

When you have seen all or most of these, you'll be a lot richer in knowledge and making the models i just made should be no problem. (although i've watched even a lot lot more tutorials than these).

@Garner, nice model! Did u make it up yourself or did you use concept art like i did?
Wow, yummy yummy . cheers to your knowledge share. many thanks.
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Old 14-08-2012, 10:00 AM   #45
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So started with the idea of making a futuristic boat plane as most of the future designs of aquatic transport look like Whales or Seals. This resembles a toy I had as a child. Have learned so much this round. thanks to you all.
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