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-   -   Art gallery [Large pictures warning!!] (https://www.subsim.com/radioroom/showthread.php?t=95061)

AVGWarhawk 11-20-09 01:14 PM

Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

Dowly 11-20-09 02:16 PM

Quote:

Originally Posted by AVGWarhawk (Post 1206517)
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

Dont know yet. Propably nothing. The only reason I started doing this was because I think it's easier to get used to modelling by doing a "complete" project instead of replicating stuff you see in tutorials.

Raptor1 11-21-09 10:26 AM

Quote:

Originally Posted by AVGWarhawk (Post 1206517)
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

I don't think it can be used for much with the amount of polys Dowly is speaking of.

Dowly 11-21-09 11:22 AM

Quote:

Originally Posted by Raptor1 (Post 1207044)
I don't think it can be used for much with the amount of polys Dowly is speaking of.

I've managed to tone down the polygons quite abit. Now the total of both tracks together is somewhere around 2.7 million in subd and without subd 600k or so. :yeah:

Letum 11-21-09 04:11 PM

Today I took a break from penguins and made a Wright Twin Cyclone 14 R-2600.

Still a WIP, but I'm not making it as an engine display.
No materials/textures yet.
http://www.b3tards.com/u/57a418c694b...3/wc_r1600.jpg

Good job with the Tiger Dowly.

artao 11-21-09 04:19 PM

@letum -- VERY nice .... wondering what techniques you used to assemble the bits .... barely needs any texturing I'd say, just a nice metallic surface ... poly count? :03:

Letum 11-21-09 04:49 PM

Cheers.
The only mildly complex bit was the heat sink fins on the top of the
piston heads. First I polly modeled the basic shape. It quickly became
apparent that it was going to be impossible to model such complex fins
so I used a displacement map instead. It still needs work; some of the
fins should be longer, some shorter.

The gearbox is a polly modeled sub-D. Tubes are all splines and the
lower part of the cylinders are lathed splines.

I could get away with chucking some metallic surfaces at it, but I need
the practice texturing and the result is always better. Besides, Textures
are fun.

It's all 21st century Airfix.

165,418 Pollys total so far, but the render engine adds a few more
when it calculates the displacement maps.

First textures underway:
http://www.b3tards.com/u/57a418c694bc7c6296b3/plate.jpg

If anyone is interested at taking a look I can box it all up as a .obj or Max9 scene.

XabbaRus 11-21-09 05:02 PM

Wow..

I have a lot to learn with MAX. Syaing tha I am chugging away with version 4.2

Fingers crossed work will get me Solidworks and a beast to run it on.

Anyway after I have finished making my kit Kilo, I'm going to use it to get some sizes and then make a new 3D one in MAX.

Dowly 11-23-09 01:05 PM

Getting to know the Modo's animation tools. :hmmm:
http://i230.photobucket.com/albums/e...eels_Plane.gif

artao 11-23-09 06:38 PM

like the creative use of disp-map .... i was thinking an object array with a scale-curve applied along the z axis ..... disp-map prolly results in fewer polys and cleaner workflow tho.
I use blender, haven't been in max in YEARS :O:

good stuff

-

Dowly 11-23-09 07:47 PM

Want to know the sad part? That's no displacement map, but one segment of the tread constrained to a curve, which I then duplicated 95 times and offset them... by hand. :DL:):cry:

Buuut I got enough of the animation stuff for today, so here's quick shot of the arse-end of the King Tiger.
http://i230.photobucket.com/albums/e...otelot_Har.jpg

artao 11-23-09 07:52 PM

nice work dowley, as always. yer one helluva poly-pusher!!!
re: disp-map ... I shoulda been more specific ... posted @letum actually :O:

:salute:

Dowly 11-23-09 08:55 PM

Quote:

Originally Posted by artao (Post 1208108)
re: disp-map ... I shoulda been more specific ... posted @letum actually :O:

:salute:

Ah, roger that. :03:

Task Force 11-23-09 09:10 PM

Very good dowly.:up:

Letum 11-24-09 12:14 AM

Quote:

Originally Posted by artao (Post 1208075)
like the creative use of disp-map .... i was thinking an object array with a scale-curve applied along the z axis ..... disp-map prolly results in fewer polys and cleaner workflow tho.
I use blender, haven't been in max in YEARS :O:

good stuff

-



I see where your coming from and I would have loved a polly solution
just because I like to work with real objects, but the fins are just far
to complex. Take a look at my refs; it's a nightmare.

http://www.b3tards.com/u/57a418c694bc7c6296b3/refs.jpg


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