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

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.


PresShots.jpg
This year is gonna be good for them I know it! Come on Ferrari L1ttl3 Tik35
 
Maybe you would recognise the following 3D WIP's I made today ;

Giga-kart-wip1.png
Giga-kart-wip2.png


I got @Nessy 's aproval to make his Giga-kart in 3D. I'm learning Rhino v4 since last November and sometimes I want to design something. His Giga-kart inspired me so much...I just want to see it in different colors and tones...

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Front wheels are too big now, but will be scaled down after modeling the car. I like the sharp line a lot. I said it earlier today to him in private, this design moves without moving #LoveIt
 
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.


PresShots.jpg

Sweet! Well done!

Here's a model I just started on. It's a Kei car version of the Volvo Concept Estate.

First I made a side view drawing for reference:

Concept K copy.jpg


And here's what it looks like in Blender right now:

vk4.png

vk5.png


Still a long way to go...
 
Doesn't look like a lot of things have happened, but if you look at the reflections you can see that I've been tweaking the lower half of the body to get the correct shape. Compare with the reflections in my avatar.

vk6.png
 
Face is taking shape.

vk8.png


Edit: Experimented with different paints, here's a pretty good white that I think is suitable for a Kei car.

vkss1.jpg


Edit 2: The front is tricky, because on the Estate it extends quite a long bit in front of the wheel arches, while on my car it pretty much stops right by the wheel arches. I'm trying to fix the problems by making the grill a lot wider and the headlights a lot less wide. There are some mesh issues right now by the headlights but I'm not going to bother with those until I've found a good shape for the front.

vkss2.jpg
 
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Showing WIP renders in white makes it hard to see the surface details. Can we see it in a different color, something darker? Also, I wouldn't spend any time on shading and car paint colors yet, focus on the modeling. You can use a very high specular and dark diffuse material to identify surface problems. I like cranking the specular past 100%, and making the diffuse very dark, almost black, and use the falloff between the two to identify surface issues.
 
Shaped the areas above the headlights and added a piece of the grill.

vkss5.jpg


Update: Added some chrome details, a windscreen and a world texture, for improved shine.

shiny.jpg

Edit 2: Made a little video, so you can see the model from different angles. It's just 80 frames and I slowed it down using the Youtube video editor so that's probably why the video behaves a little odd at times (the door isn't actually made of jelly).

 
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I've been trying to increase my skills in environments to place my Bungie "Destiny" Ghost (see above or visit my gallery). I took a break to work on this one.

Ocean Sunset by Metalsun1, on Flickr

Apart from the imported picture of my kids (in the rear) and their cousins, EVERYTHING is a modeled or procedurally created 3D environment. We were at a beach house 2 weeks ago when I took a picture of a beautiful sunset and got inspired to recreate it in 3D. The foreground and background islands are real and I reproduced them in 3D like in my reference photo.
 
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I've been trying to increase my skills in environments to place my Bungie "Destiny" Ghost (see above or visit my gallery). I took a break to work on this one.

Ocean Sunset by Metalsun1, on Flickr

Apart from the imported picture of my kids (in the rear) and their cousins, EVERYTHING is a procedural 3D environment. We were at a beach house 2 weeks ago when I took a picture of a beautiful sunset and got inspired to recreate it in 3D. The foreground and background islands are real and I reproduced them in 3D like in my reference photo.
Are you sure that the picture isn't actually a photograph? I can't see any details there that give it away as a 3D model.
 
I am flattered, I assure you, it is all 3D. Click on the image and on the enlarged picture, look closely at the water at the bottom. You will see evidence the fractal generated mesh polygon edges as straight lines in the waves. I tried to soften/blur/smudge the worse ones.
 
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I took most of my voxel car models from 2014 and compiled them into one picture. The models and the picture were made with the voxel-making program MagicaVoxel. Check it out:

2014_Vehicles.png


Crazy realism isn't my forte, but I did design these as realistically as possible with the hopes of using them in media projects or even possible game ideas. They are all fictional machines because I believe in being creative. I just think it's cooler when you make your own material with your own inspirations rather than attempt to re-create licensed, real-world material. I hope you enjoy my work.

For more about some of my latest in this collection, visit this post in my creative works blog: My Voxel Vehicle Showcase (JCS)
 
I've been trying to increase my skills in environments to place my Bungie "Destiny" Ghost (see above or visit my gallery). I took a break to work on this one.


Apart from the imported picture of my kids (in the rear) and their cousins, EVERYTHING is a modeled or procedurally created 3D environment. We were at a beach house 2 weeks ago when I took a picture of a beautiful sunset and got inspired to recreate it in 3D. The foreground and background islands are real and I reproduced them in 3D like in my reference photo.

Your lighting is very nice. The water is quite good, but I think it could use a bit more of the high frequency surface breakup, like tiny breaks in the smooth parts. What software was used?
 
Your lighting is very nice. The water is quite good, but I think it could use a bit more of the high frequency surface breakup, like tiny breaks in the smooth parts. What software was used?

The day we were at the beach, the water was surprisingly calm and the boys were practicing standing on the paddleboard. In my photo, the water was just a little bit more choppier but when I increased the related properties, the "polygon lines" appeared more prominent. My other option was to play with the scaling more but that would have me change more things. I compromised and left it at that.
I am using 3ds Max 2015 and Vue xStream 2014.6 rendered in V-ray 3.0. This version of Vue is kind of a plug-in for 3ds Max in that you can have access to it inside Max but functions almost totally independent of it. You create and modify objects in Vue but Max sees them as instances. So you kind of work in Vue, inside Max...hope you can follow that. My plan is to have the Ghost model I made in Max appear inside an environment created in Vue.
 
The day we were at the beach, the water was surprisingly calm and the boys were practicing standing on the paddleboard. In my photo, the water was just a little bit more choppier but when I increased the related properties, the "polygon lines" appeared more prominent. My other option was to play with the scaling more but that would have me change more things. I compromised and left it at that.
I am using 3ds Max 2015 and Vue xStream 2014.6 rendered in V-ray 3.0. This version of Vue is kind of a plug-in for 3ds Max in that you can have access to it inside Max but functions almost totally independent of it. You create and modify objects in Vue but Max sees them as instances. So you kind of work in Vue, inside Max...hope you can follow that. My plan is to have the Ghost model I made in Max appear inside an environment created in Vue.

I've used Vue 9.x in Maya, and it's nice to have so much control over it as a plugin vs. the standalone software. You could use a procedural noise map as a bump map to get the finer surface breakup. I'm just picking at small things because the overall composition is very nice. This is my work brain really kicking in here, hahaha. Would be cool to see some more of your work.

On another note, I haven't worked much on my toon style MP4/4 much lately. I broke my femur over the Christmas holidays, so I'm only just getting back to sitting at a computer for long periods of time, but it's all for work right now. I'm in the middle of doing some base color maps for the car, and once those are done, I'll post some WIP updates of it, but I doubt I'll be back touching the car for at least a few more weeks. There will be updates though!
 
I've used Vue 9.x in Maya...

The xStream version can be worked stand-alone too. In fact I prefer it that way and later import to Max to later fine tune if needed. The water has a bump map included by default, I didn't try an additional bump map but tried displacement; it was too much. Thanks for the tip.
I started teaching myself max in 2008, had a few off periods too. Last year, I found gtplanet was inspired by the guys at the Photomode Forum and decided to learn Photoshop to do those crazy edits. Before, I only used Photoshop to make seamless textures and that's it. I learned a lot from those nuts over there (right Ameer67?) and now I could do just about anything I can imagine. This was a great experience for texturing, painting and specially post-editing. I'll post later some old stuff. If you can, visit my galleries.
 
I took most of my voxel car models from 2014 and compiled them into one picture. The models and the picture were made with the voxel-making program MagicaVoxel. Check it out:

2014_Vehicles.png


Crazy realism isn't my forte, but I did design these as realistically as possible with the hopes of using them in media projects or even possible game ideas. They are all fictional machines because I believe in being creative. I just think it's cooler when you make your own material with your own inspirations rather than attempt to re-create licensed, real-world material. I hope you enjoy my work.

For more about some of my latest in this collection, visit this post in my creative works blog: My Voxel Vehicle Showcase (JCS)

The Caterham is awesome!
 
@eran0004 I like the aggressive styling but the back looks a little too flat to me from the side, if it had a little bit of curvature it would look more believable but I'm sure the tail lights will add to the silhouette.
 
I had to try to find some pictures to try to motivate me to design some of my fictional cars. The two in question are the vintage green GT sports car and the Caterham-style vehicle (remember- none of my cars are re-creations of actual vehicles). I actually wanted to paint the Catherham-style car British Racing Green and yellow. But because blue and gold are my colors, I made it unique and gave it dark blue and gold.

Thanks to all of you who like my voxel artwork! Though not relevant to this thread, I may attempt to try pixel art in the future.
 
I'm experimenting with a car game using the Blender game engine. I admit that the graphics needs some polishing before it's ready to compete against Forza and Gran Turismo, but the car is actually driveable :D

cgss1.jpg


Edit: Great tutorials here! http://blender.freemovies.co.uk/car-game-tutorials/

Edit 2: I have a title in mind for this game, because the camera floats around so much: "The Real Car Sickness Simulator".

Edit 3: I had to update my graphics card driver, but now I have realtime shadows! Next-gen, I'm coming for you ;)

cgss2.jpg


The car is excellent for knocking down towers.

cgss3.jpg


Night "racing"! Wohoo!

cgss4.jpg


High speed cornering

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Jumping from a ramp :)

cgss6.jpg

Tail lights, brake lights and reverse lights.

taillights.jpg
brakelights.jpg
reverselights.jpg

Edit 5: Added some details to the car model.

cgss7.jpg

Edit 6: Added a desert ground texture, and I got rid of the motion sickness by locking the camera to a certain rotation. So now it follows the car, but it doesn't rotate with it. I can manually rotate the camera around the car by pressing , or .

cgss9.jpg


Edit 7: Stunt jump! (I'm having so much fun with this)

cgss10.jpg
 
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Dining Room Table by Metalsun1, on Flickr

I learned a long time ago that if I wanted to get good at this I needed a way to measure my progress, so comparisons to real-life objects was the solution. I practiced modeling scenes on real-life objects. The better the model, the more true-to-life the scene. This is my dining room table I have at home. I revisited the original file that I did in 2010 and just adjusted some textures and render settings.
 
I made a more realistic car model for my game. It's supposed to be a Peugeot 106, but it looks more like a brick.

cgss11.jpg


cgss12.jpg


cgss13.jpg


The controls I'm using are:

Accelerate: NumPad 5
Brake: NumPad 4
Reverse: NumPad 2
Handbrake: Space
Turn left: Z
Turn right: X

Brake lights and reverse lights are fully functional. Next on the to-do list is to add turn indicators.
 
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I made some sticks with reflectors on them, to help with the night time driving. The center of gravity of those sticks is actually below the collision bounds, so they will "bounce" back up if you knock them down.

View attachment 294273

I'd totally want to try this out! I'm assuming you can add any geometry to it as an obstacle/jump/stunt long as it's a collision object?
 
I'd totally want to try this out! I'm assuming you can add any geometry to it as an obstacle/jump/stunt long as it's a collision object?

As long as the collision bounds follow the geometry of the mesh it should bounce back up. Most bounds (capsule, box, sphere, cylinder and cone) seems to center around the center of gravity though. I'm using convex hull for these sticks and I think that the triangle mesh bounds might work as well.

bounds.jpg


Update: Turn indicators added on the right side of the car. And yep, that means that my game has something that Gran Turismo doesn't have ;)

blink.jpg


Update: Turn indicators added to the left side as well. The frequency is 75 flashes per minute. Hazard flashing (left and right indicators flashing at the same time) is available as well. Since the "steering wheel" is Z and X, I put the turn indicators at A (left) and D (right) and the hazard flashing is mapped to W.

blink2.jpg


Basically it works like this:

A timer is set to begin counting from 6 seconds, counting up.
When the turn indicator is enabled (by pressing the button), the timer is set to 0 (still counting up).
When the timer is between 0 to 0.39 seconds, the lamp is on. When the timer is between 0.4 to 0.79 seconds, the lamp is off. When the timer hits 0.8 seconds, the timer resets to 0 (still counting up). So that's a repeatable cycle. It's disabled by pressing the button again, which sets the timer to 6 seconds.

The hazard lights works at a different interval (2.0 to 2.39 and 2.4 to 2.79 seconds, reset at 2.8), to avoid interference with the turn signal operation.

It's rigged so that turning on the left indicators while the right indicators are on will turn off the right indicators and turn on the left instead, and vice versa. Pressing any turn signal button while the hazard flashers are on turn off both sides.

Edit: Here's a short video of the game in action. I tried to show the bouncing sticks, but after I hit the first one it fell through the ground, so I had to go for another :P

 
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