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

Second floor added. I got carried away with the materials so I decided to skip those until the end. Except for the chrome pins, because that material is pretty much nailed already.

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Motivated by the potential results possible with Blender (and a little patience), just picked up a refurbed PC designed for doing the job. Didn't want to spend much money but it's coming with 12gb of RAM and a Quadro FX4800 card, so whatever happens it will be better than my current budget business desktop :D
 
All the gears are modelled (26 separate sizes). The ring gears have a ball bearing so they can rotate around the vertical axis. All that remains now is to model the rest of the supporting structure and then it's time to put it all together :)

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Size is measured in teeth count.
Solids
10
14
18
20
30
Circular cutouts
35
36
45
50
54
60
72
75
84
Spokes
90
105
120
126
150
160
170
Rings
180
200
210
260
300
 
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Matski learning Blender: Day 3

Beginning to rebuild a rough model of the retro-speedster. Not spending too much time getting the shapes exactly as I want them, mostly just learning the controls and options.

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edit: Just learned that blender doesn't prompt for save before quitting. :lol: Ah, well, it'll help me remember how it works when I do it all again tomorrow :D
 
edit: Just learned that blender doesn't prompt for save before quitting. :lol: Ah, well, it'll help me remember how it works when I do it all again tomorrow :D

It does auto-save a backup file though, just go to File > Recover Auto-Save :)

Edit: The gear set for Neptune is complete. Started on Uranus.

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Update: Neptune, Uranus and Saturn complete. The model is approaching half a million triangles. This is going to take a while to render, with the speed I have in mind it's going to take 27 000 frames to record a full orbit of Neptune.

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Just found the fish-eye lense in Blender :D

I also switched to the Cycles Render, for more realistic light and shadow.

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It looks great as it is but if you could add tilted orbits somehow that would be pretty special, not sure if that would even be possible.
 
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It looks great as it is but if you could add titled orbits somehow that would be pretty special, not sure if that would even be possible.

The solution I have in mind is to let the arm that carries the planet rest on a tilting rail. It will deform the orbit slightly, making it an ellipse, but on the other hand the orbits shouldn't be perfect circles so they would be inaccurate anyway.

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I couldn't quite grasp what you were explaining, I had my own idea and started working on something but then I realized all you need is the arm to push the planet up and down over the length of the orbit.

 
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I couldn't quite grasp what you were explaining, I had my own idea and started working on something but then I realized all you need is the arm to push the planet up and down over the length of the orbit.



That's actually a pretty clever solution :)

Here's my brute force solution, the arm is resting on an acrylic glass disc that pushes the arm up on one side of the orbit and lets it drop down on the opposite side.

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^ That image took 32 minutes to render. At that pace, an animation of a full orbit of Neptune would take 1.5 years to render :lol:
 
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" - 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.

Some of the trackside grass and plants are camera facing planes in Gran Turismo 6. The effect works well in the background especially when combined with a similar looking grass texture on the ground surface. But if you look right at it, and move around the object, the effect is noticeable.

The effect can be done easily in blender with a Locked Track Object Constraint.



The biggest problem is when you can see where the bottom of the texture meets the ground.
 
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Bought zbrush yesterday, my first sculpting program, I know this sounds stupid but after peasant slayer showed ellies bag I was amazed buy the detail of the zips and soft feel of the model. I bought it basically on the zips. Now I came back to check his work flow again to find out I bought the wrong program he used mudbox all I can say is I am gutted
 
Bought zbrush yesterday, my first sculpting program, I know this sounds stupid but after peasant slayer showed ellies bag I was amazed buy the detail of the zips and soft feel of the model. I bought it basically on the zips. Now I came back to check his work flow again to find out I bought the wrong program he used mudbox all I can say is I am gutted
Most people prefer ZBrush over Mudbox, I just feel more comfortable in Mudbox, if you watch some of the things people can do with ZBrush it's amazing but the learning curve is quite steep. The things I like most about ZBrush are ZSpheres and the retopology tools that come with it.
 
Most people prefer ZBrush over Mudbox, I just feel more comfortable in Mudbox, if you watch some of the things people can do with ZBrush it's amazing but the learning curve is quite steep. The things I like most about ZBrush are ZSpheres and the retopology tools that come with it.

Ahhh cool I did watch some videos and still reading the quick guide. was just shocked I made such a silly mistake and it's a large amount of cash too since it has zips as a prefab I thought it was the same app until I re read you post today. I did jump in last night and started my first sculpt, maybe ambitious for my first model I started doing darth vaders head and it actually not bad for a 1st model. time will tell though.
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The beauty of sculpting software is it's so easy to refine a high poly model and fix any mistakes especially if you work with layers, are you using a mouse? If so try out the lazy mouse option if you haven't already.
 
The beauty of sculpting software is it's so easy to refine a high poly model and fix any mistakes especially if you work with layers, are you using a mouse? If so try out the lazy mouse option if you haven't already.

I have only just got a desk mate i been sit on the floor like some modeling budda :d have pc in the spare room and i haven't sorted it out yet supposed to be spare/games room. cool if they work like psd layers should feel at home on that front and i am using a mouse but i'll Google the lazy mouse now as i have no idea what that is i have a wacom bamboo i never used in a box somewhere too.
 
The polycount of my model was reaching absurd levels, so I've been decimating the meshes and managed to bring the polycount down by 30-40% without any noticable loss of quality.

However, looking at the render it seems like one of the meshes exploded all over the place. It's hard to tell which mesh it is, but it looks like it belongs to the Jupiter gears. It's likely because the bevel modifier is allergic to certain connections between vertices, and now it sneezed :P

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An original design I created, CAD Modeled and rendered for a smartphone idea I had several years ago, long before flexible and curved screen technologies were available. In this design, my concept was a phone that slowly changed shape over time to better conform to your thigh (or butt) using the body heat................that's inside of your garment pocket.....:sly:


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It's kind of a "free drawn" model. I used 3-2d closed loop spline sketches, 1-3d sketch with several spline guide curves, solid loft and shell. I tried it this way to give me a bit more control of surface delineations......đź’ˇ

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Warped cylinder + holes?
 
You could zoom out a little bit, that tends to improve render times from what I've seen. If you start with everything quite small in the frame and zoom in with the camera a large chunk of your animation should render much more quickly. You'll still probably need to render it over days and weeks though, it will only get slower when you add the Sun and planets.
 
You could zoom out a little bit, that tends to improve render times from what I've seen. If you start with everything quite small in the frame and zoom in with the camera a large chunk of your animation should render much more quickly. You'll still probably need to render it over days and weeks though, it will only get slower when you add the Sun and planets.

Zooming out might help. More than half the rendering time is just building the scene though, scince the bevel modifiers I'm using increases the face count from 300k to 2.5 million for the rendering.

I'm also thinking that perhaps I can get rid of the last four planets (Jupiter to Neptune). Those gears are by far the biggest in terms of face count and those planets move so slowly that I'll have to render at least 15-20 minutes worth of video to show their orbits.

I'll save the complete system in a backup file though, in case I get a better computer some day.
 

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