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

You could try downloading a trial of a different version of SketchUp, I don't know if that will work but in the past it's worked for me with other software.
Probably could. But I think I'm gonna go with the above solution. I don't understand though, even as a student, it runs out in 30 days. Be reasonable like Autodesk and give us a few years...

I like Blender because it's easier to talk to it from MS applications for data visualisations, I have 3DS Max on my work laptop and have never even signed a token out for it :D
Fair enough really, I just don't like Blender. And I learned how to use 3Dsmacks so I use that because familiarity.
 
Some details from my kitchen model: Cupboard with tablecloth (table runner?), radiator, stove.

kök_byrå.jpg kök_elment.jpg kök_spis.jpg


kök_radio.jpg

Took one of the fence meshes, scaled it down and changed the color. Works perfect for the speakers!

kök_radio2.jpg

kök_4.jpg

kök_5.jpg

Added a sofa. Some details are missing.

kök_fog1 copy.jpg
 
Last edited:
Finished Ghost model front, test render.


Finished Ghost sphere model rear, test render.


Done with the Ghost model. I am thinking doing a scene in a wooded area and some concrete structure with maybe a wrecked Vision GT car. After that, texturing.
 
Last edited:
I had a go at making my own Vision Gran Turismo car. Never really tried to make 3D models of cars before so it's not the best quality. The front end looks pretty good except from the front wheels not actually being attached to the wings, but the rear is pretty messy.

blender4.jpg blender5.jpg blender6.jpg blender7.jpg

Edit: Added headlights, tweaked the canopy material and fixed some of the most ugly mesh problems in the back of the car.

blender9.jpg
 
Last edited:
Here's my own Supercar model which i'm currently making on Sketchp. Ignore the Low Poly and unfinished areas, it still has alot more to do. I'm still learning how to model real based cars rather than my own fiction. I have started a GT-R on Blender, would love to show it soon.

So far...

5nku38.jpg
 
@Castrol96 The topology at the front of the front wheel arch might cause you some problems where lots of lines are coming to a point, the shape will be difficult to control if you try to change it because so many polygons will be influenced by the movement of a single vertex and you'll probably get weird shading issues that look like creases in your renders.
 
@Castrol96 The topology at the front of the front wheel arch might cause you some problems where lots of lines are coming to a point, the shape will be difficult to control if you try to change it because so many polygons will be influenced by the movement of a single vertex and you'll probably get weird shading issues that look like creases in your renders.

Thanks, I know i need to re-draw many areas. when I smoothen the edges weird shades do appear. :)
 
Making a little cozy coupe thing :), the model isn't finished so I've painted a few basic livery designs over it in PS. I want it to be custom like a police car or a hot rod, any ideas?

EDIT: I've decided I like the traditional red/yellow colour scheme the most, now to begin turning this into a Ferrari GT car. :D
 
Last edited:
Started on a new model, grabbed some blueprints online for reference. Just layed out the basics, although I'll have to make some changes to the mesh topology in front of the door because I wasn't really thinking when I modeled that part.

Untitled-1.jpg
hrg-sports-1948.gif


Progress! I had to improvise a bit on the wheels, not sure how they're supposed to be. The topology in front of the door is fixed, now there's just a bit behind the door that I need to correct as well.

Untitled-2.jpg

Remodeled the entire back end of the car, to make the fenders connected to the rest of the bodywork. Also assigned some materials.

untitled4.png
 
Last edited:
Liking it! Check the inside of your tires. Looks like they don't have shape and just collapse back to the outer half.

Yeah, it's on my list of things to fix :)

Update: Tyres fixed and I also found some reference pictures of the wheels so I could model them properly :) I also added the windscreen.

untitled7.png

Update 2: On the picture above the panels are just faces with a solidify modifier applied to them. That worked well enough for a while, but I got to the stage where I needed to apply the modifier so that I could work with the entire mesh and not just the outer faces. Unfortunately the modifier couldn't be applied without causing a storm of errors that made the model disappear and caused Blender to crash.

So (after loading a backup save) I had to delete the solidify modifier and create the depth - or thickness - of the panels manually. By now the entire rear end is done and I'm currently working on the hood.

It's quite a long process, but I learned a lot about mesh topology in the process (like, how to treat corners) and I'm happy with the results. For instance, the panels doesn't match too well on the picture above, there are some mismatches around the door that looks really sloppy. When working on the thickness manually I got more control over the shape of the corners, so if you compare with the picture below you'll notice that the panels match a lot better, especially around the door. If you look at the shadow on the ground you can also see that there was a gap in the floor, but it's now filled :)


1512.jpg
 
Last edited:
All the panels are now solid. The doors have been tweaked a bit to better match the blueprints. For this picture I doubled the image resolution and increased the subsurface modifier by one level (from 3 to 4), so this is what the car looks like in HD.

View attachment 274710

What are you using to render? Your highlights are getting some anti aliasing issues. Could be either sampling or a super super bright light, so the falloff is sudden.
 
What are you using to render? Your highlights are getting some anti aliasing issues. Could be either sampling or a super super bright light, so the falloff is sudden.

The anti aliasing is pretty low, I could turn it up more but it would make the rendering time a lot slower. I'm only using a laptop :(
 
If you have it set low and know it, that's fine. Keep all your settings low for test renders so they're quick, even resolution.
 
Here's a model I'm working with for the Vision Gran Turismo thread in the GT6 section. The mesh is quite rough in some areas, especially around the windows. I'm still just laying out the basic shapes and trying to figure out the looks. It's fun but it's quite hard when you don't have any blueprints to follow. What I'm trying instead is to lay out bezier curves and trace them.

This is by the way the only angle from which the car isn't the ugliest thing you'll ever see. I have a lot of work to do in the front of the car.
clay3.png
 
So, Anyone got a suggestion for a good Subdivide and Smooth tool for Sketchup 2015?

___

This is the latest update to my VGT car (it was not a community vote submission, just something I was working on), but this computer sucks so I only rendered it as Clay.

edit: still have to draw in the rest of the nose cone and add the lights, that's why there is a square chunk missing. Cockpit will be 2 seater, not sure what I want to do with the style though.


VGT123.jpg
 
Last edited:
I've had a bit of a blast from the past lately, where I found a load of Robot Wars DVDs on Amazon for great prices and in a short amount of time, a new laptop which actually runs at a reasonable speed. I got on SketchUp after too long outside the environment and started designing a robot that could compete in that sort of competition. Here are some really early shots:

Fighting robot idea_Axe 1.jpg


Fighting robot idea_Axe 2.jpg


Fighting robot idea_Axe 3.jpg


I don't know what style I'll build the rest of the robot in, but right now I'm thinking of some sort of combination of Shunt and Bigger Brother.
 
Last edited:
Here's the coupe, I knew getting the plastic to look good would be a challenge but I'm happy with it for now. Any criticism or suggestions are welcome.
(28/01/2015) Ferrari unveil their challenger for the 2015 Formula 1 season

With 2014 being a transitional year for the Italian outfit we finally get a glimpse of a Ferrari which has had its entire design overseen by James Allison who joined the team at the end of 2013 as Technical Director. Ferrari's latest Team Principal Maurizio Arrivabene was present during the unveiling of the car at the team's Maranello headquarters and commented "This car is a testament to the hard work of everyone here at Ferrari, various technical innovations and stripes will surely help us to close the gap to our rivals."
PresShots.jpg
 
Last edited:
Back