3D Modelling, Post your 3D models! (Cars, Planes, People, Landscapes etc!)

Like the shader applied to the quick renderings, Wardez. 👍

Very interesting idea, At 1. You could pursue it further and potentially sell that to a sci-fi storywriter.
 
Here's some work my group is doing, it's a Miata mini-mod for the upcoming sim, Assetto Corsa. WIP:

Miata

That's really impressive. What did you model that in? Are you going to model the rest of the vehicle (front suspension, under body, engine compartment, etc.). That looks impressively accurate, and it would be really interesting to use that model as a basis to run some basic CFD on.
 
Few random recent pics...

F-58B Hammer:
F-58B_Render-01.jpg:original


MH-83A Buffalo:
H-83_Buffalo-10.jpg:original


B-6A Ghost supersonic stealth bomber:
B-6A_Ghost-03.jpg:original
 
If this thread is for completed models only, then I do apologize; but I am creating a 3D model of an F1 car (my first car model also) for my Final Major Project at college, and I have created a vlog, to show my progress so far...

 

Very interesting idea, At 1. You could pursue it further and potentially sell that to a sci-fi storywriter.

Thanks. I actually came up with the idea about 2 years before i ever saw 'Minority Report'... (though Minority Report does a similar thing so much better), so i won't be pursuing any selling of the idea, :lol: i will however continue to make models of it in SketchUp (have a rather nice city scene in the works). 👍
 
Hi.
I would like to add my contribution.
I hope to one day build this as a kit car type vehicle.
i Would love some feedback about the look of the car and any thoughts you have about it.



 
No. He already submitted it for his class, but obviously his instructor doesn't know that "Peasantslayer" is him, so he's altering the image so that it doesn't get picked up from a search for plagiarism.

If it was that big of a deal, I'd log into my account right in front of him.
 
Some really amazing stuff in this thread. I wish I had my old computer. It was capable of rendering models very fast. The computer I'm on is like watching paint dry.
 

That's a really cool concept you've got there! Instead of magnetic road you could have a rail, like those upside down rollercoasters. What's great about that concept is that you have one extra surface to use, so you could have high speed trains on the top surface, those upside down vehicles underneath the surface and on the ground below it you have room for people walking or bicycles.

Also, making a bridge like that over an epic river or canyon or waterfall would be a really cool tourist attraction, the glass floor would make a great view.

Here is what I've been working on recently. It's a space simulator! Using Blender 2.66 I started off by modeling the solar system and adding the motion and rotation of the planets and the sun. Then I created a camera object and added torque inputs to roll and a rocket booster. Put together a simple navigation interface and added some space sound (radio communication from Apollo 13 and an ambient rocket/machine loop). Don't actually have a spaceship model yet, but it's on the to-do list.

Just took a trip to Venus, here's a screenshot (I'm playing it on the tiny preview screen of the game logic window, so it's not exactly HD).

skarmavbild20130508kl13.png
 
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Nice looking Earth above, I could imagine that on a history programme or something. :)

I've done loads of stuff over the last few months but I'll just show a few things, first some characters I've created for a game in Uni, I did the texturing but the base meshes were done by someone else.

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An Eel which was created as part of the same module, rendered in iray and put against a background in Photoshop, I applied a faint gradient over the top of the Eel so it blends in with the lighting of the background a bit better.

ywc7s7kbwhd9bdhozq36.jpg
 
Yes that's hair, the textures are a bit washed out in marmoset, I probably should have created a higher contrast between the skin and some of hairs so they stand out a bit more.
I modeled the basic shape and then added the GT logo as a bump map.

What did you use to create the logo? Nvidia normal map filter? or high poly to low poly projection? The liquid effect looks nice to.
 
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What did you use to create the logo? Nvidia normal map filter? or high poly to low poly projection? The liquid effect looks nice to.

I just took a black and white version of the logo, added it to the material as a texture and set it to only affect the normal.
 
More of my stuff from the same University module as above, you watch it in HD. I think the ACII music makes it. :)

https://vimeo.com/66816809

I just took a black and white version of the logo, added it to the material as a texture and set it to only affect the normal.

Ah so the program you used automatically converted it? I think in 3ds Max (which I use) you have to convert it outside of the program so it works properly, I'm not sure.
 
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Ah so the program you used automatically converted it? I think in 3ds Max (which I use) you have to convert it outside of the program so it works properly, I'm not sure.

Yeah, I'm using Blender.

Here's a model I did today. No textures yet, but it's rigged to an armature so it's possible to animate.

turtle1n.png


skarmavbild20130524kl21.png
 
I reckon I could rig something like that but I wouldn't be sure, does that shell have enough polygons? :D That would really slow down any renders, for a flattened sphere/shell shape I usually use as few polys as I can whilst keeping a round shape then I project a high poly version onto it so it's normal map gives it a more rounded look and helps the shading of the model.
 
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I reckon I could rig something like that but I wouldn't be sure, does that shell have enough polygons? :D That would really slow down any renders, for a flattened sphere/shell shape I usually use as few polys as I can whilst keeping a round shape then I project a high poly version onto it so it's normal map gives it a more rounded look and helps the shading of the model.

Well, I wasn't aware that there was a polygon shortage crisis going on in the world ;) But the base mesh is quite low-poly and the actual body is just a set of cubes. I applied a subdivide modifier onto them, which increases the poly count a lot and gives it a smoother shape. I'm rendering a short walk-animation right now, I'll paste the link as soon as it's complete!

Edit: Here it is. A short cycle looped a couple of times + a catchy whistle tune. Not the most detailed animation, but rather cute.

 
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Here it is. A short cycle looped a couple of times + a catchy whistle tune. Not the most detailed animation, but rather cute.

That is awesome. I want to get into animation actually so this is inspiring. What is this "rigging" term you mentioned?
 
I have to say eran that's a nice animation, I like the way the head retracts and the timing of everything is very good. It just looks a little odd because the turtle is almost sprinting, I think if you worked on it a little bit (add a slight left to right rocking motion to the turtle perhaps) and added some textures that would be a brilliant portfolio piece.

That is awesome. I want to get into animation actually so this is inspiring. What is this "rigging" term you mentioned?

The process of creating a skeleton for a mesh so that it can be animated easily, you basically have to tell your 3D application where the joints will be and how they will be linked to each other, when animating if you move a character's thigh for example you would expect the bottom part of the leg and the foot to move with it instead of being left behind. Once something is rigged it then needs to skinned (assigning vertices from your mesh to the bones of the skeleton), personally I have little experience with animating but I've rigged a character. It's as hard to make a convincing animation as it is to make a convincing model even though it can look quite easy.

So.. Can you guys guess what car I've got laid out for me to model? :dopey:
As soon as my screen loaded up I could tell it was an R8. :)
 
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That is awesome. I want to get into animation actually so this is inspiring. What is this "rigging" term you mentioned?

Rigging is linking the mesh to an armature to control the movements. If the 3D mesh is the flesh, then the armature is the skeleton.

If you use Blender it's really easy actually.
1. Create a 3D mesh
2. Create an armature
3. Link the mesh to the armature
4. Start with the posing :)

There are many great tutorials on how to do that, one of the best are made by David Ward: http://cgcookie.com/blender/author/ward7299/page/7/

Edit: Trying the cloth effect in Blender.

 
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Ah I see. I understand "bones" because I used to read up modifying 3D video game character models.

I think I need to try Blender if I can't get this 3DS to install. I've previously use Rhino and that's just about only good for 3d printing or CNC.

 
A few things I did in undergrad:

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It's gonna get pretty crazy at Taubman...I'll post stuff up as I go. Lots of hardcore parametric stuff. I use Rhino predominantly for modeling and keyshot or 3ds for rendering, depending on how 'finished' I need it to be. Keyshot is great for quick and dirty.

I use archicad at work, but the models are more construction oriented (although they are incredibly detailed) and we don't usually do 'pretty' renderings.
 
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Anyone recommend any better (and free) software than google sketchup 7/8? I wanna get into modelling but don't get along with sketchup.
 
Sketchup sucks. It's probably the worst, least capable, and ugliest 3d modeling program I've ever used. Rhino is insanely awesome. You can pretty much do anything with it.
 
Sketchup sucks. It's probably the worst, least capable, and ugliest 3d modeling program I've ever used. Rhino is insanely awesome. You can pretty much do anything with it.

But, the crucial part, is it free?
 

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