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23 Comments
renthanks rick![](https://videosift.com/vs5/emoticon/smile.gif)
Farhad2000Well Ren. Now you have a reason to finish this. Because I was left wholly unsatisfied with the lack of any render of the final product.
renmuhahah![](https://videosift.com/vs5/emoticon/tonguewink.gif)
was just a test really of snaggit and 3dsmax together, but now i'll keep adding nightly recordings to the whole vid until it's done, prolly in a few weeks when i'll upload another vid
Raytraceupvote for effort.
benjeeNice work Ren...fits the Chemical Bro's track nicely - lookin' forward to your final render in Stage 2 (is this for work or pleasure?)
westyren you dont happen to know how to model the interor so that it is gemoetrickly atached to the exstearor of the model ?
renthis is for pleasure benjee, to get more work
I got a new PC so needed to get back into doing complex high poly models so I can apply for some gaming jobs overseas. And the koenigsegg seemed to be the sexiest car i could find that required alot of curves and complex surfaces.
Rendering and animation (not sure)
westy: the procedure will be something like
1)Create exterior of model in 2 halves including most of the contours etc (30 hours)
2)Weld those halves together so that the car becomes a solid "block" (5 minutes)
3)Create interior separately as another "inverse block" (5 hours)
4)Move interior into position then use the Boolean Compound object to "carve" the interior out of the exterior block. (5 minutes)
5)UVW mapping the whole car(to create texture coordinates) (5 hours)
6)Making/Applying the textures and bump maps (5-10 hours)
7)Lighting with radiosity (3 hours)
= effort
If anyones interested they can see my old portfolio showreel (2002)
http://video.google.com/videoplay?docid=3994907756175217548
Raytracedo you have a CGTalk WIP thread or anything like that?
Farhad2000Ren, how would you do that for something more low poly though, like a game model? Because what you describe is a high poly render.
renRaytrace: never heard of that before?
Farhad: As you can see on the movie I am editing a very low poly mesh and viewing the end results on a mesh smooth with 2 iterations, so once the shape and details are complete for the high poly version I can take my control mesh, and translate that into a low poly version. There are a few options for making it look high poly but still being low poly (like normal mapping). The low poly version will take a lot more effort in the texturing to make it look realistic because I wont have the details "modeled". I only recently decided to focus my efforts on modeling in particular so i'm trying to hone my shaping techniques.
I've hosted 2 renders if you want to see what stage it is up to. This is after about 5 hours work, haven't started on the front bumper/doors/headlights etc.
http://renbo.net/images/ccx/render1.jpg
http://renbo.net/images/ccx/render2.jpg
Raytraceit's just the CGSociety forums. WIP = Work in Progress.
also i'm surprised you're using block modelling and mesh editing. and boolean.
renI've done a series of models using Nurbs, splines and patch modelling, but block modelling is the one that feels most comfortable for me. Splines are great for creating curved surfaces but the editing heirachy gets all kinds of fucked up when you need to make small detail changes. Not to mention the fiddly nature of the spline controllers.
How would you go about it?
Raytracei wouldn't. ahhaa.. i've not touched 3d software for a long time and you probably know much better than me.
Looking forward to the finished product!
I've just seen most people use planes to shape the various body panels and put them together to create the outer shell of the car. actually yours is the first i've seen to use block modelling, hence my surprise.
But as always, use the methods you're most comfortable with.
renaww I was hoping with a name like Raytrace you would be a Povray bandit from way back with some tricks i was missing![](https://videosift.com/vs5/emoticon/wink.gif)
Section modelling is ok but with crappy reference materials like the ones i'm using it's impossible to do it in pieces.
RaytraceHaha.. yeah.. i picked up the nick when i was learning 3dsmax 2.5(!!!) back in school about 8 years ago. sadly, i've lost touch.
i might pick it up again as a hobby when i have time since i really did love making short animations back in school. i only did two and really crappy ones at that and didn't get a chance to make one i'm really proud of.
i guess for 3d, sometimes it's not the technique that matters but the end result. ahha. so hope you finish this. can't wait to see it fully textured.
renin my experience it's hard to be completely proud of anything you make but i'm hoping one day I will be![](https://videosift.com/vs5/emoticon/wink.gif)
![](https://videosift.com/vs5/emoticon/wink.gif)
I hope I finish it too, got xmas coming up and with distractions it's possible to lose momentum, half the reason why I made a vid out of it is so I could feed off the interest of others. I hope you get back into it, max hasn't changed much since 2.5
bamdrewwicked
(i'm bringing back that word, by the way. its cool again to say 'wicked'.)
renfyi guys, i'm updating the slowchop blog page with my latest vids so if you wanna keep in touch with how it's going you can check it out here
http://slowchop.com
(Just uploaded Stage 2)
therealblankmanOh, shit, Westy's back! Hide the Dictionaries!
Farhad2000Blog pimping detected!![](https://videosift.com/vs5/emoticon/wink.gif)
renwell... it's not really an active blog, i thought it better to post the second stage there instead of making a new videosift submission![](https://videosift.com/vs5/emoticon/wink.gif)
eric3579*dead
siftbotThis video has been declared non-functional; embed code must be fixed within 2 days or it will be sent to the dead pool - declared dead by eric3579.
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