09-09-2008, 05:32 AM
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#1 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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Cars
Some cars I have modeled in Silo, not the best on the web, but each was done in 2-3 days.
Cheers, Nick |
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09-09-2008, 12:26 PM
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#2 |
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Senior Member
Join Date: Jul 2004
Location: Lincoln or South Harrow
Posts: 1,912
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Awesome cars
![]() They always look so weird to me with no number plate ![]() EDIT. Just looking again, was the mini bluey-grey car based on a toy? Just for some reason it looks like it would be tiny, even in the big surroundings ![]() Last edited by BJMonkey; 09-09-2008 at 12:38 PM. |
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09-09-2008, 01:25 PM
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#3 |
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silo fan
Join Date: May 2005
Location: Canada
Posts: 84
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Excellent renderings and modeling, especially considering the time it took.
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09-09-2008, 08:22 PM
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#4 |
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Senior Member
Join Date: Jun 2004
Location: Santiago, Chile
Posts: 107
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Maybe not the best on the web, but they look great. And very fast done. Great work.
FelixCat |
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09-09-2008, 09:11 PM
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#5 |
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Senior Member
Join Date: Nov 2006
Posts: 295
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great models!
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09-09-2008, 09:24 PM
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#6 |
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Senior Member
Join Date: Jul 2006
Location: USA
Posts: 450
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Get these on the Never Center Gallery.
*Curious. What did you render these in? Any special lighting setup/rig you're using for the indoor shots?
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09-09-2008, 11:14 PM
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#7 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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Thanks for the encouragement guys, the mini was modeled based on blueprints, not sure why it looks small to you, could be my lens length.
All renders were done in Bunkspeeds 'Hypershot' which is great for car stuff. It's a standalone renderer the just does stills, works with .obj files. But really the indoor stuff is all about the hdr image, which is a really basic image made in photoshop. I would be happy to donate it to anyone who would like a copy. Cheers, Nick |
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09-10-2008, 01:55 AM
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#8 | |
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Junior Member
Join Date: Aug 2008
Posts: 10
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Quote:
Thanks Doug |
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09-10-2008, 04:06 AM
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#9 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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Hi Doug,
As these are the first cars I have ever tried, and were modeled one after the other within a month, I have actually not really documented the process. I pretty much get all my viewport images set up to matching blueprints and just start at the hood/bonnet, and work my way back. I tend to model in seperate pieces, I will make a panel, then duplicate the edge and start my next panel from that. Before I picked up silo (I am a long time Maya user) I never even thought of attempting a car model. Seriously once you have done one or two, they actually get much easier and more fun! The best way to work is to make curves from all the major curves in the blueprints, until you have pretty much a 3d skeleton, then snap to the curves to form panels. I would be more than happy to send you examples of the process, and any stage of modeling for you to have a look at. I am just learning this myself, so I am sure my methods aren't perfect, we get CAD models here at work all the time from car manufacturers for tv commercials. Now those are perfect! But they are done for manufacturing so they need to be! Cheers, Nick |
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09-14-2008, 05:54 PM
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#10 |
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Senior Member
Join Date: Jun 2004
Location: Albuquerque, NM
Posts: 132
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Nick, despite your disclaimers those are really beautiful models. I think it would be great to see a couple in-process shots, especially as you built them out from skeletons, as you described. thanks —M
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09-15-2008, 07:49 AM
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#11 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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I will definitely post some WIPs as soon as I can
many thanks, Nick |
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09-15-2008, 09:15 PM
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#12 |
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Matt_Connors on Twitter
Join Date: Apr 2005
Location: New York, NY
Posts: 253
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Very nice models, and with that kind of time frame, no disclaimers needed. I looked into Hypershot as a renderer, but couldn't get it to work. What sort of setup and OS are you using?
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09-16-2008, 02:13 AM
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#13 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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Just standard windows XP at work, Vista 64 at home, but I only have Hypershot at work
Cheers, Nick |
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09-16-2008, 02:15 AM
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#14 |
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Junior Member
Join Date: Sep 2008
Posts: 15
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As promised, some WIP wireframes
Cheers, Nick |
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09-18-2008, 12:24 AM
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#15 |
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Senior Member
Join Date: Jun 2004
Location: Albuquerque, NM
Posts: 132
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Thank you Nick,
These are exactly what I was hoping to look at. Really helps. |
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09-18-2008, 08:52 PM
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#16 |
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Senior Member
Join Date: Jul 2006
Location: USA
Posts: 450
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Nick are you sweeping along rails in Silo? I didn't think you could do that.
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W.I.P: Knight's Armor Latest Unreal Map Home Page: http://utlovefest.planetunreal.gamespy.com/ |
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09-19-2008, 01:50 AM
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#17 |
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Senior Member
Join Date: Jun 2004
Location: Albuquerque, NM
Posts: 132
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Unless I'm mistaken, nick is selecting all the segments in an edge (or circle, in the case of the wheel), hitting the Z key to extrude them all, then cunningly arranging the vertices.
You can get fooled into thinking this won't work, if you select everything in Object mode; you need to make the selection in Edge mode. There's an excellent tutorial somewhere in here on how to box model a car, but I find nick's method more appealing. |
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09-19-2008, 02:03 AM
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#18 |
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Submariner
Join Date: Jun 2006
Posts: 74
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Great stuff!
I am very curious your method for retaining the smoothness over the body. I always tend to get little bumps and resort to the smoothing tool, which then requires more tweaks. More often in apps like modo I'd use splines to then patch surfaces. |
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09-19-2008, 10:42 AM
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#19 | |
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Member
Join Date: Jun 2007
Posts: 44
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Quote:
thank you
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09-19-2008, 10:42 AM
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#20 |
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Member
Join Date: Jun 2007
Posts: 44
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Nice..cars and wip//i will try..to see..if i can l(
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