CAR AND BIKE LOVERS THREAD - MARK III

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Comments

  • John SimsJohn Sims Posts: 360
    edited December 1969

    To further illustrate my previous post:-

    The car on the left has a Turbo Smooth modifier and the car on the right a conventional smoothing modifier (these in 3DS Max).

    The left hand car has really nice wheel arches (fenders for you colonials) and roof line but issues where the windows pull away at the corners and also at the bottom of the A Post. The door edge also looks bad.

    The right hand car is much cleaner but has faceting around the wheel arch and the edge of the roof.

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  • RenolaceRenolace Posts: 46
    edited December 1969

    @ Artd3D - Sorry about that, I edited the link, yeah this car would be perfect for him, looking forward to seeing your Shadow scene.

    @ Music - If you pm me your email I will send you the .obj and mtl file. And then if it works for you in Daz you can forward it to whoever wants it. It will be later in the day though as I didn't finish assigning materials myself, lol, and I can't get to it until probably this afternoon / evening.

    Also, it will probably come into Daz as a single obj, I was reading somewhere in Modo forums about something like this where a lot of programs don't read the obj the same way that Modo does. But I know it will come in with all the materials.

  • RenolaceRenolace Posts: 46
    edited February 2014

    John Sims said:
    To further illustrate my previous post:-

    The car on the left has a Turbo Smooth modifier and the car on the right a conventional smoothing modifier (these in 3DS Max).

    The left hand car has really nice wheel arches (fenders for you colonials) and roof line but issues where the windows pull away at the corners and also at the bottom of the A Post. The door edge also looks bad.

    The right hand car is much cleaner but has faceting around the wheel arch and the edge of the roof.

    I'm not real well versed in 3ds Max, but I know the turbo smooth is a subdivision modifier.....Most of these game models, at least the ones originally modeled for games don't have supporting edges for subdividing, because the game engines don't subdivide. that's why the corners round out.

    The other smooth, and i might be wrong about max, but it sounds like it's just the normal smoothing....where you can put in degrees.....? Which is what I use for these game cars, normally around 30-40 but you can push it up to say 90 sometimes to get a smoother effect on some parts.

    Post edited by Renolace on
  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Wow...90! I usually go between 35-50, gonna have to try that one...lol.

    :-)

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    PM sent Reno. Thanks.

  • John SimsJohn Sims Posts: 360
    edited February 2014

    Renolace said:

    I'm not real well versed in 3ds Max, but I know the turbo smooth is a subdivision modifier.....Most of these game models, at least the ones originally modeled for games don't have supporting edges for subdividing, because the game engines don't subdivide. that's why the corners round out.

    The other smooth, and i might be wrong about max, but it sounds like it's just the normal smoothing....where you can put in degrees.....? Which is what I use for these game cars, normally around 30-40 but you can push it up to say 90 sometimes to get a smoother effect on some parts.


    Pretty much spot on an Turbo Smooth gets spectacularly sexy if you increase the iterations. It also highlights continuity of the mesh as, where clean, it creates nice even patterns.

    The standard smoothing modifier acts to blend edges of poly's across a surface. It will make a surface look smooth and, by setting a separate smoothing groups will differentiate seams and edges. What it can't do is increase the resolution of an edge. Where you have an edge between two verticies, if you can see that edge ,(i.e. It isn't a mid plane), smoothing won't introduce a point along that edge to make the edge look curved. It will make the abutting faces look smooth but the projecting edge will remain faceted.

    At the end of the day the car was free and might have otherwise cost me $100 or more. I am tweaking it for my own amusement as it has already done the job intended for it. In some respects I might have been better off buying it as I also landed a bag full of adware which I am now chasing around my system trying to kill :-(

    Post edited by John Sims on
  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Here is Nationale7's 1957 Chevy Nomad....in the back yard...lol.

    :-)

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  • RenolaceRenolace Posts: 46
    edited December 1969

    music2u4u said:
    PM sent Reno. Thanks.

    Check your email, I had to send it using google drive...what ever that is, I don't know how it even works but you should be able to get it. Let me know if you can't and I'll have to figure out something else, it's too big for the regular email.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    @Tramp

    Really nice wip there, wish I had your Hexagon skills.


    I'm always re energized to start another auto render when I visit this post. Cheers guys.

    Believe me. I have absolutely no idea what I'm doing. I'm winging it as I go along.

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Renolace said:
    music2u4u said:
    PM sent Reno. Thanks.

    Check your email, I had to send it using google drive...what ever that is, I don't know how it even works but you should be able to get it. Let me know if you can't and I'll have to figure out something else, it's too big for the regular email.

    ok...I got it and I opened it in Daz Studio and it looks good. I applied colors to the mat zones and saved it. I then opened it to do a render of it and it sent Daz into a spin and then shut it down with a major error. I can not render it in Daz. Maybe the size (273 megs). I know when I repositioned it, scaled it down and applied the colors to the parts, then exported it as a new file with Poser settings, it took over 30 minutes for it to save the geometry. This thing is just too damn big to do anything with. Can't even render it !!!!!!!

    Thanks anyway Reno.

    :-)

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Update time again. I've got the front swing arms built and mounted, though I do still need to add a cross-bar to the lower pair. I just have to figure out where to put it so that it doesn't interfere with the operation of the lower steering control arms. I decided, rather than welding the front swing arm mount to the frame, to "bolt" it to it instead.

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  • John SimsJohn Sims Posts: 360
    edited December 1969

    Looking good. Real world construction, physics and assembly techniques always help to make a model more authentic.

    It is strange but, when viewing a CG image the realization that it is a model can be prompted by the smallest thing that it is almost subliminal. Hair is often a give away, cloth not lying correctly, chains not hanging properly, tyres not compressing, lack of dirt, upholstery not compressing under weight, trees and grass blowing in different directions, nuts and bolt heads all aligned in the same direction. Nuts with no washers, cables and hoses without clamps, tyres without valves.

  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    John Sims said:
    Looking good. Real world construction, physics and assembly techniques always help to make a model more authentic.

    It is strange but, when viewing a CG image the realization that it is a model can be prompted by the smallest thing that it is almost subliminal. Hair is often a give away, cloth not lying correctly, chains not hanging properly, tyres not compressing, lack of dirt, upholstery not compressing under weight, trees and grass blowing in different directions, nuts and bolt heads all aligned in the same direction. Nuts with no washers, cables and hoses without clamps, tyres without valves.

    Don't forget shadows going in the right direction of the sun. I have seen some backgrounds with the sun shining on trees and the shadows on the people going the other way....Doe!

    also, a hand grip on something, gripping tight.....and feet all the way on the ground, not floating inches above it.

    :-)

    Post edited by music2u4u on
  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    I did get this out of Daz 3.0. It rendered fine. It's when I applied shaders and a simple background that it won't render in Daz 4.6, it crashes and closes right when the render hits the top of the car.

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    Post edited by music2u4u on
  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Narrowing it down...here is the message I get when trying to render with the 3Delight render engine. And the render below is rendered with the OpenGL render engine with no shadows. It did render it.

    :-)

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  • GLWoodardGLWoodard Posts: 3,335
    edited December 1969

    Oh yeah, I wasn't able to get that to even function in Ds, gotta get some of those polys down a bit, not to mention it would help if it actually had material zones.


    Heres one that's really Far Out Man!

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  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Here's a 1949 Ford Van. I doubled the rear tires for something unique.

    :-)

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  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    And here's a 1959 Studebaker Lark. I actually had a friend back in the 1970s who had one this color. He had a real nice 8 track stereo in it. This mesh isn't the best, but it brings back memories for me so I grabbed it.

    :-)

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  • GLWoodardGLWoodard Posts: 3,335
    edited December 1969

    Are those on the warehouse?

  • music2u4umusic2u4u Posts: 2,822
    edited February 2014
    Post edited by music2u4u on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    YAAAAAAAAYYYYYY!!!!!! Steering system is done. I still need to add the triggers for the weapons to the handles, but, the actual steering is completed and connected. Now I can finally figure out where to put the connecting brace between the front swing arms, and get started on the gas tank.

    I've also got most of the exhaust system built.

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  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    Here's a few I did of the GTA 1956 Chevy 2 door Bel Air. One of my favorite cars. I colored this one exactly like my first 56 real car.

    The first render is called "56 in the blue forest".

    :-)

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    Post edited by music2u4u on
  • John SimsJohn Sims Posts: 360
    edited December 1969

    Well the Focus is progressing. Still a way to go but I am pretty pleased with the paint finish particularly.

    I am also using Nvidia Iray instead of Mental Ray which, while it was a bit of a pain in the bum initially necessitated changing over a lot of my material settings does work a lot quicker. The results aren't dissimilar to the Lux renderer but much quicker. IIRC this scene baked for about 2 minutes.

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  • John SimsJohn Sims Posts: 360
    edited February 2014

    Not perfect but pretty fair for a freebie. You get to the point when you have to say "Enough is is enough". Didi I mention how pleased I was with the paint material :-)

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  • John SimsJohn Sims Posts: 360
    edited December 1969

    My latest freebie, again with quite a lot of work to do. It is quite a nice base though, pretty clean and not too complex.

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  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    John Sims said:
    Not perfect but pretty fair for a freebie. You get to the point when you have to say "Enough is is enough". Didi I mention how pleased I was with the paint material :-)

    A job well done! Looks real nice. I drove one of these cars once when I had to rent a car for a day while mine was being repaired, and the thing I liked most about it was...I could see everything so good, like the hood wasn't in the way...I could see the road in front of me so clearly. Great little cars.

    :-)

  • John SimsJohn Sims Posts: 360
    edited December 1969

    music2u4u said:

    A job well done! Looks real nice. I drove one of these cars once when I had to rent a car for a day while mine was being repaired, and the thing I liked most about it was...I could see everything so good, like the hood wasn't in the way...I could see the road in front of me so clearly. Great little cars.

    :-)

    Cheers Squire. :-) I've always been a great fan of Fords right back to the days of Escorts and Capris. They always seem to handle really well.

    My last Ford hire car was a 1.4 Fiesta. It was lethal because it handled so well but had the most astonishingly gutless engine. Because of the lack of power, once up to speed, you didn't want to loose any of it so corners were taken without braking :-)

    The new Smart project is progressing (my wife has one) but I now need to lake a load of photos for reference and material mats.

  • John SimsJohn Sims Posts: 360
    edited December 1969

    Again, not perfect but another case of "That'll do." Perhaps I'll revisit it in the future.

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  • usherstangusherstang Posts: 89
    edited February 2014

    got a question for you guys. i tried having my mom convert an obj file that a friend of mine made but she opened the file in 3ds studio and it gave her an error message when she clicks import. does any one kno why this is happening?

    Post edited by usherstang on
  • John SimsJohn Sims Posts: 360
    edited February 2014

    Cross platform files can often be an issue. They sometimes don't work and it isn't always obvious why. The settings of the exporting software may not be compatable with the importing software even though the file type is meant to work.

    Sometimes files import but aren't visible initially - this sometimes happens when I take obj files from Max to DAZ.

    Unfortunately it is all down to trial and error. Once you find a workflow which works stick with it. I tend to export from DAZ to Max with FBX but even that is reliant on which version of fbx you choose for the export.

    Post edited by John Sims on
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