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

LR_Logo_Camera_JRP.png


Oohh that was fast! :D :D

Without the "JRP" text and on transparent background
Size around 500 pix longest side.
Question: IF it can be done can I change colour if needed? Mostly I'll be using it on dark (grey/black) backgrounds but sometimes on light backgrounds.

EDIT: I use it mostly on my photos generated from Lightroom (LR) and as my Identity plate in LR.
Getting a bit tired of using "JRPhotography" and want something else like above.

EDIT 2: Solved with the help of Ryan - thx! 👍
 
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Yeah, the hands need a little tweaking :lol:
But it's a promising start :)

Yeah they are a bit dodge. ok for a adult driving a kids toy like this
18mofldd565nxjpg.jpg


I cant take no credit really make human rigged everything inc mouth eyes jaw fingers and toes ... and i added a mocap animation. but only took a day to figure it out to get to that point .:cheers: may be doable after all
 
I don't have any idea how animations work in games but I came up with a nice setup for Blender render.

There are two emptys following the transforms of the steering wheel bone. The drivers arms use a I.K. rig, and the hand IK controller bones follow the position of the two emptys. This way I only have to animate the rotation of the wheel and the two hands automatically follow it. When the driver needs to shift I just turn off the emptys influence on the right hand and can animate the shifting action. Turning the influence back on returns the hand to the wheel.

If you had a third empty for the shifter you could do what most games do, and you would just have to position the emptys for each car.



Just a thought. Don't know if it pertains to anything you're doing though
 
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I don't have any idea how animations work in games but I came up with a nice setup for Blender render.

There are two emptys following the transforms of the steering wheel bone. The drivers arms use a I.K. rig, and the hand IK controller bones follow the position of the two emptys. This way I only have to animate the rotation of the wheel and the two hands automatically follow it. When the driver needs to shift I just turn off the emptys influence on the right hand and can animate the shifting action. Turning the influence back on returns the hand to the wheel.

If you had a third empty for the shifter you could do what most games do, and you would just have to position the emptys for each car.



Just a thought. Don't know if it pertains to anything you're doing though


Funny enough last night i came across this online. showing exactly what you explained. just didnt know what its called I.K rigs huh well quick search and unity supports I.K Rigs Yay!!!! iam 99% sure now it's a go.. got to love the gtp community

Now my biggest fear i have been avoiding it since i first tried it but everything i seem to read to achieve certain things point to blender:banghead::banghead::banghead::banghead::banghead::banghead: 3dsmax is too slow for my pc and i cannot afford maya or cinema4d.

i need someone to hold my hand

ibdQAZqAOPljMD.gif


EDIT: here's a quick tutorial seem's straight forward :nervous:



If i can get it to work like this example that's also in unity i be over the moon. attach a cam to the head make make pedals move when breaking clutch accelerate also spring the seat by a few mil meters and i think that also solve a lot of head movement i wanted to script as all the movement will be transmitted through the chassis to the drivers seat.
 
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Wow that driver rig is really awesome. I'd guess they used the same setup for the legs as I use for the arms. The fact that the whole body uses inverse kinematics and reacts to the seat is impressive thought.

It's not too hard to do. Just sort of a puzzle getting all the controllers and constraints laid out so everything moves properly. This is the tutorial I used to learn I.K. rigging - .The whole thing is a bit long but he explains things pretty well.
 
Wow that driver rig is really awesome. I'd guess they used the same setup for the legs as I use for the arms. The fact that the whole body uses inverse kinematics and reacts to the seat is impressive thought.

It's not too hard to do. Just sort of a puzzle getting all the controllers and constraints laid out so everything moves properly. This is the tutorial I used to learn I.K. rigging - .The whole thing is a bit long but he explains things pretty well.


Cool tutorial i watched it all but didn't really absorb much info would have to watch it a few times i think. On another note that video was posted above is actually a product for unity, it cost's $90 with the strong pound atm it's dirt cheap roughly 50 note's. i have a fiddle on the weekend changing a clutch and gearbox for a friend so i may just buy the pack.

They say time is money and if £50 saves me a month or two i think it's a no brainier.
 
Nice work @Belifant! I really like how you've added the imperfections where the pieces join up. There are some gaps larger than others where pieces join, and they don't all join up perfectly. Great work! What render engine do you use?
 
Nice work @Belifant! I really like how you've added the imperfections where the pieces join up. There are some gaps larger than others where pieces join, and they don't all join up perfectly. Great work! What render engine do you use?

Thank you @Falango, yes those little imperfections make it sell more as real :-) It helped to have the actual Lego model next to the computer.

Modeling and Rendering was all done in Modo 801 with a little post in Photoshop.
 
After someone (Can't remember who, sorry!) mentioned MagicaVoxel in this thread, I downloaded it. It's been gathering digital dust until today, where I decided to work out what the tools do. So I made this:
Kraftwerk_magicaV.PNG


It was fun to make it, but I had a very limited canvas for it, and I don't know how to resize it.
 
I tried it once about a year ago, I made a 3D model of my TV remote but it looked like it had been melted, The lighting in my living room was pretty bad to be fair.
 
So I've recently found this, from Autodesk, and it seems like a pretty cool thing. Anyone else had experience with it, but it does seem pretty cool.

I used it during a project. It provides pretty decent models If you take enough photographs, but if you are looking for accuracy I would not recommend it. I ended up switching over to Maya, Inventor and 3DS Max.

My personal recommendation for free CAD software has to be Blender
 
This is a basket design I made. I think I shared a SketchUp model of it some time ago, but here it is in much higher resolution in Blender.

basket.png


Update: With two of these you can put one on top of the other, like a cover:

basket3.png
 
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Here is a teacup scene in Blender. The materials need a little tweaking still and for the final render I need to bump the samples (this is 200 samples) to reduce the noise.

exp1.png


Edit: Today I made a lightbulb 💡

bulb05.png


Here is a closer shot of some of the details:
Untitled-4.jpg


I also started on a render with the lightbulb on, but because the little wire inside that glows is a tiny shape, I had to crank up the strength of the emission a lot ot actually make it cast some light, and the bad thing about that is that it creates a lot of noise. The image below is rendered with 1000 samples per pixel, while the screenshot above is rendered with just 5 samples. To make the lightbulb work I might have to replace the glowing wire with a sphere, to simplify the light emission.

bulb04.png


Apart from the noise I think it looks pretty good though, there's a nice glow to it :)
 
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