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Teal Sesto Elemento Spyder
show user profile  LOL500
Basically this is a teal roofless Sesto Elemento. Its a model for an animation I will be making in the future. Please comment.


read 1340 times
7/28/2012 9:37:27 AM (last edit: 7/28/2012 9:37:51 AM)
show user profile  herfst1
That carbon fiber is about 5 times too large.

As for your model, put up some wireframe shots and versions with just a flat diffuse so that we can better judge. Any inaccuracies / mistakes (that may or may not be there) are mostly hidden.

Only crit I can see at the moment is that you should add turbosmooth as the wheel arches are too angular.
read 1325 times
7/28/2012 11:29:29 AM (last edit: 7/28/2012 11:29:29 AM)
show user profile  Nik Clark
From a material point of view, as stated, the carbon fibre is too large. Also, it is a multi-layered material, and you only have the base component. It should usually have a gloss coat on top of the base material.

As for the model, I think the material is actually exaggerating the problems with it. I can't really comment until I see a render with no material on it.

Good effort though.



read 1318 times
7/28/2012 11:52:06 AM (last edit: 7/28/2012 11:52:06 AM)
show user profile  LOL500

read 1293 times
7/28/2012 2:18:32 PM (last edit: 7/28/2012 2:18:32 PM)
show user profile  LOL500
Edit:

I did a quick google search and apparently you cant actually see the pattern of the carbon fiber until you poke your nose into it.
But still, considering this is fictional, suppose I could make it more visible?
I kinda like the pattern it gives off.


read 1289 times
7/28/2012 2:27:35 PM (last edit: 7/28/2012 2:30:43 PM)
show user profile  herfst1
You should have posted unturbosmoothed wireframes.

Crits: Some of the lines are too sharp (like the wheel arches) and some are too molten like the bonnet and back. Some lines don't flow perfectly (like the diagonal from the back wheel arch to the door handle) and some are slightly wonky (like the line from behind the seat to the rear spoiler). Fix these and it will be better.

Also look up how to make a tire tread, it's easier than you think.

Lastly, check your front bonnet, there seems to be a sever pole where the triangle scoops (near the window) meet. Wherever possible keep things 4-sided poly's. I also see an extreme ngon at the front lights.

P.S. For the love of God, change that carbon fiber. :)
read 1281 times
7/28/2012 2:47:59 PM (last edit: 7/28/2012 2:48:36 PM)
show user profile  DannyMax
it looks like a melted lambo too me




read 1279 times
7/28/2012 2:48:49 PM (last edit: 7/28/2012 2:48:49 PM)
show user profile  LionDebt
Find a thread by Sangre. Compare and contrast yours to his.
read 1275 times
7/28/2012 2:54:12 PM (last edit: 7/28/2012 2:54:12 PM)
show user profile  LOL500
Thanks for the comments

Um, I collasped the mesh to save render time, but I think i'll get a unturbosmooth tool and redo the molten part and chamfer the sharp edges.

Edit;
I manage to find a copy of this in the recycle bin
This is from very early on so there were a lot of changes after this.

read 1251 times
7/29/2012 1:07:22 AM (last edit: 7/29/2012 1:23:21 AM)
show user profile  LionDebt
Pole tastic.

If you're going to turbosmooth your model, why the heck are you building it with the least possible amount of polygons possible?

Triangles and poles (a vertex with more than 5 edges coming off of it) are bad for turbosmoothing surfaces.

read 1242 times
7/29/2012 1:26:11 AM (last edit: 7/29/2012 1:32:26 AM)
show user profile  LOL500
Well, I was trying to get the shape first before cleaning it.
As for poles, I assume it wouldn't matter much since they're on different smoothing groups

edit:
Oh, umm, can anyone give me some pointers on the front being molten?
read 1233 times
7/29/2012 1:43:55 AM (last edit: 7/29/2012 2:53:50 AM)
show user profile  LionDebt
Seriously brudda, take a time-out and learn some basic fundamentals of hard-surface/sub-division modelling. Importance of edge flow, 'correct/good' topology, quads, triangles, poles and how these translate into artefacts. I've been maxin' for just over two years now, hobby turned career interest... and I still haven't attempted a car. It might look like you're more than half-way there, but when you see the actual mesh and topology - you're far from it. Takes time and patience, which is why I honestly think if you took a step back and figured out some basics of how sub-division actually works, you'll appreciate it in the long run.




read 1221 times
7/29/2012 3:18:58 AM (last edit: 7/29/2012 3:18:58 AM)
show user profile  LOL500
I think you misunderstood.

I'm not turbosmoothing that.
That is in the stage where I make a shape from the blueprints, I don't care about topo at this stage because I find it more convenient to clean it up later.
I clean that up into quads before turbosmooth

I'm posting that because that is the only no turbosmooth version I have.
read 1196 times
7/30/2012 12:48:39 AM (last edit: 7/30/2012 12:48:39 AM)
show user profile  LionDebt
All I'm saying is there's a right way and a wrong way to build a mesh for most things, especially a car.
read 1185 times
7/30/2012 1:15:20 AM (last edit: 7/30/2012 1:15:20 AM)
show user profile  Stephen R.
I lol'd 500 times.

Listen to LionDebt bro.





read 1141 times
7/30/2012 9:29:51 PM (last edit: 7/30/2012 9:29:51 PM)
 
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