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Bimota Tesi 3D
show user profile  cnopicilin
Finally got this year-long project done and I feel I've learned a million things on the way.

And with studio lights:

read 998 times
5/31/2015 1:08:37 PM (last edit: 5/31/2015 1:08:37 PM)
show user profile  herfst1
Very nice work. Zero crits for the modelling (though we'd need to see wireframes, but it looks good). Try some more renders and see if you can get it to not look too dark (first pic) or too bleached (second pic). I'd try some hdri environments, will bring out the reflections nicely.
read 978 times
5/31/2015 2:14:28 PM (last edit: 5/31/2015 2:14:28 PM)
show user profile  cnopicilin
I'll render some wireframes, the modeling might not be as pretty as it seems to be or at least not quite as efficient as it should be (>1 000 000 polys). HDRi might indeed make it look even more realistic, I'll do that when I get rid of my flak jacket and helmet in a few days.
read 846 times
6/13/2015 3:10:30 PM (last edit: 6/13/2015 3:10:30 PM)
show user profile  Octopuzzy
The model looks good but the renders are not making the mesh any favors.

read 839 times
6/13/2015 3:50:48 PM (last edit: 6/13/2015 3:50:48 PM)
show user profile  BattleMetalChris
How does it steer?
read 734 times
6/21/2015 2:01:34 AM (last edit: 6/21/2015 2:01:34 AM)
show user profile  GloriaJean
This is excellent work from my POV!
read 634 times
7/1/2015 10:15:53 PM (last edit: 7/1/2015 10:15:53 PM)
show user profile  cnopicilin
@BMC Wikipedia has some pictures of the different steering mechanisms used in these bikes, the 3D uses a system like this:

Thanks for the feedback, I agree that the lighting isn't spot-on, it's something I need to get into now.

Here's one wireframe, is there a way to globally enable isoline display or turn off turbosmooth for all parts so the wireframe rendering would be much easier?

I need to balance out the use of polygons in next project, as the engine and other less-important parts have a bit too many polys in them. Notice that most of the parts have isoline display on, but for example the engine looks so high-poly because some parts of it show the smoothed polygons.
read 561 times
7/4/2015 9:16:02 AM (last edit: 7/4/2015 9:16:29 AM)
show user profile  Garp
> is there a way to globally enable isoline display ...

for obj in selection do try obj.turboSmooth.isolineDisplay = true catch()

> ... or turn off turbosmooth for all parts

for obj in selection do try obj.turboSmooth.enabled = false catch()

read 547 times
7/4/2015 2:57:03 PM (last edit: 7/4/2015 3:02:03 PM)
show user profile  herfst1
Alternately, I add one turbosmooth then copy - instance paste it for the rest.
read 543 times
7/4/2015 3:20:25 PM (last edit: 7/4/2015 3:20:51 PM)
show user profile  Garp
Doesn't work if you need different subdiv levels on your parts.

And btw, you can select all the objects and add the modifier once. Same result.

read 539 times
7/4/2015 3:41:56 PM (last edit: 7/6/2015 5:00:26 AM)
show user profile  herfst1
First point: true, but I generally just put turbosmooth to 2 and am done with it; lazy, I know, but if I'm not being efficient, then... yeah.

Second point: didn't know that... well, I do that for UV's, just never tried for turbosmooth, as I work linear e.g. finish one part, onto next part.... good tip, cheers.
read 534 times
7/4/2015 3:51:19 PM (last edit: 7/4/2015 3:51:19 PM)
show user profile  cnopicilin
Those are two very useful lines, thank you!

Here's the unsmoothed wireframe:

And with isoline display:

read 525 times
7/4/2015 7:39:52 PM (last edit: 7/4/2015 7:40:18 PM)
show user profile  herfst1
It's pretty good. I think if you spent a few hours tweaking the edge flow on the body it would be even better.

Here's just a snapshot of one small area, but the critiques would apply all over.

With edge flow if your lines aren't parallel, or straight, your end result will be wonky. With the part I redrew over, you can clearly see in your first renders that the lines go off at the corner bend.

With the circle warped crit, that's the only spot I saw it in this snapshot, but anywhere that circles aren't circles will look sloppy. They're pretty important to get right.

With the radial crit, if your lines don't flow perfectly radially, your outer edge will not be perfectly parallel to the inner edge.
read 519 times
7/4/2015 10:08:39 PM (last edit: 7/4/2015 10:08:39 PM)
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