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

For those that may be interested, Pixar has finally released a non-commercial version of Renderman! I signed up for this last summer, and it's finally out. I use it at work, and will have to have a gander at this version to see how it is. I think you may need to signup on their website for a link.


Got a link mate is Renderman what they make there films with? Sounds interesting .
 
A little below what other people have been doing here, but I'm experimenting with using flow analysis in SolidWorks. Happy with some areas (you can see clear vortices generated from the endplate) whilst other things I'm not (seems confused with the area where central standard region joins the actual wing flap itself). Given that I don't have the simulation add-on for SW and I'm just using the standard tools, it isn't too bad really!

az9jd4.png
 
Playing around with gears in Blender :)



Update: More gears added!



Update 2: An orrery prototype with gears for Mercury, Venus, Earth and Mars

planets.jpg
 
Last edited:
Looks cool, thinking of adding moons @eran0004? :D

As soon as I figure out how to gear it :)

Edit: The old gearing is a bit clumsy, the Mars gear for instance is really big compared to the other gears. So I decided to change the design to make it more compact. Here's the top view of each set of gears, from Mercury to Mars:

Planetarium.png

PlanetariumGears2.png




The frame rate is pretty bad because the gears have a lot of vertices and it's running at real time in the game engine. The final render will be much smoother.

PlanetariumGears3.png
 
Last edited:
I've always felt like natural 3D environments were a weakness that I have never really worked on, here's the final TLOU inspired camp site I mentioned in previous posts. It was done in UE4 and whilst I'm not that entirely happy with how it looks at least I know where I stand with this sort of stuff.


EDIT: Brightened it up a bit.
 
Last edited:
I've always felt like natural 3D environments were a weakness that I have never really worked on, here's the final TLOU inspired camp site I mentioned in previous posts. It was done in UE4 and whilst I'm not that entirely happy with how it looks at least I know where I stand with this sort of stuff.



Looks great! Perhaps the trees could use some more branches, but other than that it looks very realistic. The 0:11 - 0:13 scene looks amazing!
 
Looks great! Perhaps the trees could use some more branches, but other than that it looks very realistic. The 0:11 - 0:13 scene looks amazing!
Cheers, they are Aspen trees which generally don't have that many branches but you're right, I've tried to keep the poly count low so that I can achieve more than 1 FPS. :) Their size and shape seem to vary quite a bit from the pics I've looked at.

1082115715.jpeg
 
Last edited:
Cheers, they are Aspen trees which generally don't have that many branches but you're right, I've tried to keep the poly count low so that I can achieve more than 1 FPS. :) Their size and shape seem to vary quite a bit from the pics I've looked at.

1082115715.jpeg

You're right, the branches can't even be seen in this picture:

FallPando02.jpg


But there's still a lot of leaves at the top. Perhaps you could use particles or layers of 2D textures and have them rotate around the vertical axis to always face the camera?
 
They probably need a higher density of leaves but I don't know about rotating textures, wasn't that something games did 20 years ago because they couldn't create a proper 3D effect? It might look a bit weird even if I knew how to do it.
 
They probably need a higher density of leaves but I don't know about rotating textures, wasn't that something games did 20 years ago because they couldn't create a proper 3D effect? It might look a bit weird even if I knew how to do it.

Well, I had a look a Forza 5 and it seems like the trees at the Prague track are in full 3D while for Nordschleife they use high resolution textures for the foliage. With a full 3D tree you obviously get more volume but when comparing Prage with Nordschleife I think the Nordschleife trees look more realistic because the shadows in the foliage looks better. And of course, they fly by so fast that it's hard to notice the lack of volume...

In your scene the trees doesn't fly by at high speed, so I guess you'll have to use 3D trees at close range. But the trees that are further away could be 2D (with 3D trunks) and I don't think it would be very noticeable.

The trick when using rotating textures is to place multiple textures at various distance from the trunk, so you get a depth effect when you move sideways relative to the tree. GT6 does that at Bathurst, for instance. At least on the trees that are somewhere in between the track and the background, I'm not sure what they do with the trees that are right by the track...
 
I kept working on the gears, now I have calculated the gear ratios for all eight planets and made this blueprint showing top view and side view of the gears, as well as a supporting structure to keep everything in place.

PlanetariumGears4 copy2.png


Time to start modelling :)
 
They probably need a higher density of leaves but I don't know about rotating textures, wasn't that something games did 20 years ago because they couldn't create a proper 3D effect? It might look a bit weird even if I knew how to do it.

Billboarding textures do you mean? there are a few 3d trees in unity if you still have it installed could take them out of the asset folder and re-use them.

I started using tree's setup like this 0-45 meters 3d full tree, 45-85 lower poly tree. 85-125 lowest poly tree just trunks and flat leaf texture Anything over 125 meters are just billboard textures flat tree pictures. Works great for walking running charecters as you are never going fast enough to see any pop up.

for vehicles it's harder as velocity is faster and at certain speeds you may see pop in. Well with them settings anyway.
 
Billboarding textures do you mean? there are a few 3d trees in unity if you still have it installed could take them out of the asset folder and re-use them.

I started using tree's setup like this 0-45 meters 3d full tree, 45-85 lower poly tree. 85-125 lowest poly tree just trunks and flat leaf texture Anything over 125 meters are just billboard textures flat tree pictures. Works great for walking running charecters as you are never going fast enough to see any pop up.

for vehicles it's harder as velocity is faster and at certain speeds you may see pop in. Well with them settings anyway.
When eran mentioned rotating around the vertical axis I imagined he was talking about this sort of effect between 50 seconds and 1 minute (notice how the feet of the dead enemies always face the camera), I just had a look in Unity and I do use LOD models but I could probably go all the way down to planes for distant trees.

 
Still working on it...

2nkrl12.jpg

Looks great! To get rid of the seam that's running down the middle you need to place the mirror modifier before the subsurface modifier.

When eran mentioned rotating around the vertical axis I imagined he was talking about this sort of effect between 50 seconds and 1 minute (notice how the feet of the dead enemies always face the camera), I just had a look in Unity and I do use LOD models but I could probably go all the way down to planes for distant trees.



It's essentially the same thing, only these days it's much higher resolution :) It does look weird at close range, but from a distance it's not that obvious, especially if you use multiple layers.
 
Last edited:
Went through a couple of Blender tutorials last night. Time to move up from Sketchup - SU is a great tool for beginners, and it'd only need one or two more features to satisfy me. Blender on the other hand has way more than I will ever get my head around as a casual user, but there are one or two things I prefer about it so far, with the smoothing functions being the primary motivation for moving away from SU.

Anyway, this was the result of the first tutorial...

duff.png


It's pretty rubbish, but mostly at the moment I'm just trying to learn the keyboard short-cuts, and where the common functions I'm likely to use are.
 
Went through a couple of Blender tutorials last night. Time to move up from Sketchup - SU is a great tool for beginners, and it'd only need one or two more features to satisfy me. Blender on the other hand has way more than I will ever get my head around as a casual user, but there are one or two things I prefer about it so far, with the smoothing functions being the primary motivation for moving away from SU.

Anyway, this was the result of the first tutorial...

View attachment 346043

It's pretty rubbish, but mostly at the moment I'm just trying to learn the keyboard short-cuts, and where the common functions I'm likely to use are.

Looks good! Try to enable smooth shading as well. (Select the object, press T to bring up the left toolbar and select Shading: Smooth.)
 
Looks good! Try to enable smooth shading as well. (Select the object, press T to bring up the left toolbar and select Shading: Smooth.)

Ah, gotcha, that's smoothed out some of the shading bands on the face a bit, still has the ridge effect. Not sure where that comes from.

Now I've learned some of the basics, I'll probably slowly start to recreate this, which I'd given up on with SU because smooth rounded surfaces were critical to the design, and I just couldn't get them in SU:

vgt123-jpg.282801


I'm one of those impatient types, I'll tackle something I'll probably fail at because I need to see good results to keep motivated :D
 
Ah, gotcha, that's smoothed out some of the shading bands on the face a bit, still has the ridge effect. Not sure where that comes from.
Did you start off with a surface that looks like the one on the right? Judging by the shading in your render you have subdivided a triangulated surface, sometimes it's a good idea to put an edge loop in there to control the shading before you subdivide it. Try to use quads instead of triangles or at least confine them to a smaller area.

311oqhd.jpg
 
Did you start off with a surface that looks like the one on the right? Judging by the shading in your render you have subdivided a triangulated surface, sometimes it's a good idea to put an edge loop in there to control the shading before you subdivide it. Try to use quads instead of triangles or at least confine them to a smaller area.

Well to begin with it was just a face, didn't seem to even have triangles. Started again, tried a few things, came out much better with the smooth shading and additional quads.

duffenbrau.png
 
Back