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

Another image of my wine glass design. I call it "Hyperwine". It is a theory that I have that that you can place a small amount of wine in the glass and by quickly swirling the wine it will accelerate the "opening up of the bouquet". So you would be able to consume wine at a slower pace, in smaller quantities, but still get the "full bouquet experience". The dome at the top also promotes aeration when you pour the wine in.....by splashing the wine all around and against the side walls......:eek:

etrqrwe.JPG
 
An accidental render without the background but I kind of like it :). At least I started messing with HDRI and i think I finally understand how to make simple textures. The wheels will come last as have no idea where to start and the tutorials make it seem like a nightmare.. :crazy:

View attachment 350949

Do you have any reference pictures of the wheels?
 
Do you have any reference pictures of the wheels?

No, but I haven't really searched yet. But I think I won't bother with the original wheels, for now I'll rather do any wheel type that fits the car but is easy enough to model. What bothers me is how to keep all the sides and details on the rims symmetrical (because so far I only modelled symetrical models, so I'd just mirror the mesh), and especially the tire tread which can be done with geometry or textures but in both ways it seems pretty complex.
 
No, but I haven't really searched yet. But I think I won't bother with the original wheels, for now I'll rather do any wheel type that fits the car but is easy enough to model. What bothers me is how to keep all the sides and details on the rims symmetrical (because so far I only modelled symetrical models, so I'd just mirror the mesh), and especially the tire tread which can be done with geometry or textures but in both ways it seems pretty complex.

What software are you using? In Blender you can use the array modifier to just model a fraction of the wheel (like 1/5th, 1/6th, etc. depending on the wheel geometry) and then let it be copied around the center. Like, if you were modelling a pizza you'd be modelling one pizza slice, and then the array modifier would use that slice to make the full pizza.
 
What software are you using? In Blender you can use the array modifier to just model a fraction of the wheel (like 1/5th, 1/6th, etc. depending on the wheel geometry) and then let it be copied around the center. Like, if you were modelling a pizza you'd be modelling one pizza slice, and then the array modifier would use that slice to make the full pizza.


Thanks, I am using Blender. I will look into the array modifier, never used it before. Most tutorials only show how to make modern types of wheels, but I'll mess around with the modifier and see how it goes.
 
No, but I haven't really searched yet. But I think I won't bother with the original wheels, for now I'll rather do any wheel type that fits the car but is easy enough to model. What bothers me is how to keep all the sides and details on the rims symmetrical (because so far I only modelled symetrical models, so I'd just mirror the mesh), and especially the tire tread which can be done with geometry or textures but in both ways it seems pretty complex.

Wheels are actually quite easy to do. The software you use should have some sort of duplicate function, that duplicates a model as an instance. What I do, is model one spoke, and all the others are modeled at the same time, as an instance. When the original get modified, so do all the others.

Let's say you have a 5 spoke wheel. Start with a cylinder that has sides that are a multiple of 5, like 30, 50, 75, etc. Keep that for your outer rim part, so your spokes can attach to it. Now for the spokes, start modeling one spoke, making sure there is a vertex where the center of the wheel is, and duplicate that model as an instance 4 times, but rotated 72 degrees for each, from that center vertex, so it makes your complete 360 degree closed wheel! Now each spoke will be exactly the same.

If you want to model tire tread, it's quite easy too. Find a tire with tread you like, and save that image. Bring that image into your software as reference, and create flat pieces of geometry that trace out the tread. Extrude your tread so it now has volume. You only have to make one row across the tire, because now you can duplicate that row several times. Add a deformer that bends all of that into a circle, and your tread is done. Just collide that geometry with a simple mesh for the rest of the tire.

If it sounds confusing, I can try to do a quick tutorial that outlines both of those. I've actually been meaning to do video tutorials of those at some point too.

EDIT: Looks like I didn't see that eran had replied, hahaha.
 
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Wheels are actually quite easy to do. The software you use should have some sort of duplicate function, that duplicates a model as an instance. What I do, is model one spoke, and all the others are modeled at the same time, as an instance. When the original get modified, so do all the others.

Let's say you have a 5 spoke wheel. Start with a cylinder that has sides that are a multiple of 5, like 30, 50, 75, etc. Keep that for your outer rim part, so your spokes can attach to it. Now for the spokes, start modeling one spoke, making sure there is a vertex where the center of the wheel is, and duplicate that model as an instance 4 times, but rotated 72 degrees for each, from that center vertex, so it makes your complete 360 degree closed wheel! Now each spoke will be exactly the same.

Thanks, this also makes sense. But the thing is, wheels I'm trying to do don't really have spokes, like this one. (pic is small, sorry)
images.jpg


So would the procedure be the same in this case? Actually I'll just go and try it, mess with it and see what happens.:dopey:

If you want to model tire tread, it's quite easy too. Find a tire with tread you like, and save that image. Bring that image into your software as reference, and create flat pieces of geometry that trace out the tread. Extrude your tread so it now has volume. You only have to make one row across the tire, because now you can duplicate that row several times. Add a deformer that bends all of that into a circle, and your tread is done. Just collide that geometry with a simple mesh for the rest of the tire.

If it sounds confusing, I can try to do a quick tutorial that outlines both of those. I've actually been meaning to do video tutorials of those at some point too.


Ok, I understand pretty much all of this except "Just collide that geometry with a simple mesh for the rest of the tire." Does that mean that the part with the tread geometry (that I have duplicated and shaped into a circle) doesn't actually "connect" with, for example, the sides of a tire? I mean, are the tire sides and the top (with the tread) part of the same object in the end?
 
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Thanks, this also makes sense. But the thing is, wheels I'm trying to do don't really have spokes, like this one. (pic is small, sorry)View attachment 351200

So would the procedure be the same in this case? Actually I'll just go and try it, mess with it and see what happens.:dopey:

For that wheel I would start by modelling the circular bits, you can do them all in a single mesh since they're just circles. Then I would do the "cogwheel" bit with an array modifier. I'd model one cog, then let the array modifier duplicate it around the axis.
 
I am now officially in love with zbrush it's just feel's so natural to create organic model's something i really tried not to do in the past, But now i feel i could pull off a good convincing character on my own from concept to model.

The dragon took about 10 mins to sketch and 4 hours to make up until this render, I think it's almost done some more detail's then ready to paint.

dragon render.png


head render.png
 
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Optimized the model for animation rendering. Removed all reflection properties from materials, removed most bevel modifiers, removed the last four planets. In return I could increase the resolution and add a bit of motion blur. This image took 45 seconds to render:

planets.png


I also figured out that I'll need 1600 frames to get a cycle that I can loop. So, 1600 frames * 3/4 minutes = 1200 minutes = 20 hours.

Here's a short video with the optimized model:

 
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Optimized the model for animation rendering. Removed all reflection properties from materials, removed most bevel modifiers, removed the last four planets. In return I could increase the resolution and add a bit of motion blur. This image took 45 seconds to render:

View attachment 351665

I also figured out that I'll need 1600 frames to get a cycle that I can loop. So, 1600 frames * 3/4 minutes = 1200 minutes = 20 hours.

Here's a short video with the optimized model:




Is the camera rotating as well? looks amazing but a bit disorientating to me personally.
 
Is the camera rotating as well? looks amazing but a bit disorientating to me personally.

Yeah, it was fixed to Mars in that short video.

Would be nice if you could show off the inner workings a bit more, think of all the time you've spent thinking about those gears, would be shame if they were well hidden.

I'll probably add some sequences from the inside as well. It would be cool to have a camera descending down the inside :)

I added a sun and changed the camera. I also ditched the motion blur, so now I get a rendering time of 17 seconds per frame.

 
Yeah, it was fixed to Mars in that short video.



I'll probably add some sequences from the inside as well. It would be cool to have a camera descending down the inside :)

I added a sun and changed the camera. I also ditched the motion blur, so now I get a rendering time of 17 seconds per frame.



Sweet much better, the last one really made me feel motion sick after refreshing a few time's.
 
Ok, I understand pretty much all of this except "Just collide that geometry with a simple mesh for the rest of the tire." Does that mean that the part with the tread geometry (that I have duplicated and shaped into a circle) doesn't actually "connect" with, for example, the sides of a tire? I mean, are the tire sides and the top (with the tread) part of the same object in the end?

Sorry, didn't see your reply til now, but yes that's correct. It's too difficult to try to connect it at that level of detail.
 
Yeah, it was fixed to Mars in that short video.



I'll probably add some sequences from the inside as well. It would be cool to have a camera descending down the inside :)

I added a sun and changed the camera. I also ditched the motion blur, so now I get a rendering time of 17 seconds per frame.



If you want to retain motion blur, you can add it in compositing software. It will sample as man frames as you'd like, but 3-5 is enough. It's a quicker way to get motion blur, but it's not as good as 3D motion blur in renders.
 
I've been thinking about a way to replicate the orbit of Earth as accurately as possible. One year on Earth is 365.256363 days long. Earlier today I calculated the gear ratios for that as close as I could. What I achieved was 365+10/39, which is accurate down to +4.062 seconds :D

Here are the gear ratios:

13:37 - 12:44 - 12:42 - 12:120

And a little animation to show the difference in speed between the first gear and the last. The small gear to the left does one rotation per 24 hours. The largest gear does one rotation per year.

 
Latest Physic's test i think i cracked the bouncy wheel problem i been having for far too long it's really made me mad. Sorry about the quality of video its the first time i have used bandicam

Still work to be done



There doesn't seem the be a lot of body roll. Is that something you can change?
 
There doesn't seem the be a lot of body roll. Is that something you can change?

Yeah was so excited that it turned from a low rider to a car that I just recorded it quick .. I just have to soften anti roll bars and bring the center of gravity back to correct place as it kept rolling due to bouncy wheels still more body roll than gran turismo :) I will revert to the old settings and make a video .. P's just got a wheel to start will force feedback
 
I've just noticed some anomalies in my race circuit mesh. Places where I filled in faces to join sections have odd shadows along two of the edges. The ground plane is the only place I have seen this happen. I have tried messing with the shading, normals, and looked for extra vertices or edges. But I can't find anything to fix. It only shows up when rendered, the mesh in the 3d viewport looks fine.

I'm using Blender Render. I removed the textures to make it stand out more.

oSkFpbF.png


If anyone has any ideas as to what's going on, or how I can fix it, I would be grateful. With the textures removed I found lots of places where this is happening.
 
Major body roll :D

@BiG BeaR not sure maybe there not actually touching and there's a gap? eran004 seems to know blender well so maybe could shed some light on it .

o another note you aint into neo geo are you the avatar and your nick looks like someone i knew from the neo scene
 
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I've just noticed some anomalies in my race circuit mesh. Places where I filled in faces to join sections have odd shadows along two of the edges. The ground plane is the only place I have seen this happen. I have tried messing with the shading, normals, and looked for extra vertices or edges. But I can't find anything to fix. It only shows up when rendered, the mesh in the 3d viewport looks fine.

I'm using Blender Render. I removed the textures to make it stand out more.

oSkFpbF.png


If anyone has any ideas as to what's going on, or how I can fix it, I would be grateful. With the textures removed I found lots of places where this is happening.

Can you upload a picture of the mesh, with the wireframe visible?
 
The ground plane mesh is made up of quads (it's very simple because the computer I was using couldn't handle very much). I found that cutting the affected quad into two tris seemed to fix it. I'm still curious about what causes that shadow though, as I've never seen that happen before.

B3uYPxq.png


SiDza8X.png
 
The ground plane mesh is made up of quads (it's very simple because the computer I was using couldn't handle very much). I found that cutting the affected quad into two tris seemed to fix it. I'm still curious about what causes that shadow though, as I've never seen that happen before.

B3uYPxq.png


SiDza8X.png

Yeah, that is strange. The only thing I can think about is that it might be related to the scale of the model, if the scale is small that is. How wide is the road, for instance, in terms of Blender units?
 
Using the ruler/protractor the road came out to be 31.33 Blender units. The Blender grid is tiny in comparison to the whole track, and I have the camera clipping point set to about 5000 to get everything rendered. So I don't think it's small. It seems to show up where I filled in faces as I brought extruded parts of the mesh together. If I delete parts of the mesh and rebuild it, the shadow will show up in a different place.
 
Using the ruler/protractor the road came out to be 31.33 Blender units. The Blender grid is tiny in comparison to the whole track, and I have the camera clipping point set to about 5000 to get everything rendered. So I don't think it's small. It seems to show up where I filled in faces as I brought extruded parts of the mesh together. If I delete parts of the mesh and rebuild it, the shadow will show up in a different place.

Perhaps the face is simply too big to be represented accurately? I know that binary representation of decimal numbers is a bit like a shooting range, where the decimal number is the target and the binary representation is the rifle. Usually it doesn't hit right in the center of the target, but it's usually close enough for most purposes.

Since splitting it into triangles solved it, you could perhaps use the triangulate modifier on the entire mesh, that way you won't have to split them all by hand.
 

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