View Full Version : Speed Modelling 10 - 07-28-2012 to 08-04-2012
Speed Modelling 10 - 07-28-2012 to 08-04-2012
Speed Modelling 10
Welcome to the new speed modelling, this time we are doing it more simplified with a set time limit for each of the items. I will keep the objects real simple so each week there will be 5 new items.
Gonna try this over the summer with a new thread every Saturday.
Items (2 hour time limit for each of the items) ( 2h this week only)
- desk lamp magnifying glass
- totem pole
- car bumper
I added another hour this week as I felt these items might be more complicated but as usual if you feel you need another hour or two feel free to do so. :)
07-29-2012, 02:01 PM
I chose a headlight. The Audi R8 headlight specifically:
It took just under 2 hours to model, 25 mins to render at HD res (mental ray, 3 lights), and a bit extra setting up basic materials and lighting. 2 mins in PS as well (first time I've used a lens flare filter in years!)
Here are the reference I used and the wireframes from Max:
I know it's quite different in form from the reference, but hey it looks ok in my opinion.
Hope that's ok!
07-29-2012, 05:45 PM
My first post :)
Chose to model a desk lamp magnifying glass. Took slightly over 2 hours to model. Maya and rendered with Vray.
Used this as a reference - http://www.muvet.com/wp-content/uploads/2011/12/magnified-lamps.jpg
07-31-2012, 06:16 PM
Here some speakers in 2hours (Maya&Mental Ray).
nice work guys, good job. :)
I made the car bumper, chose the Chevrolet Trailsblazer 2007 model. Decided to set a time limit in 1 hour, an array messed up my day though so I missed it with 5 minutes past so I didn't clean it up anything.... Good practise nevertheless to follow a blueprint. :)
car bumper, 1hour and 5 minutes
Anyone up for the Totem pole? :eek: lol naah kidding maybe that item was a poor choice of a object..... Hmm not sure....
07-31-2012, 10:13 PM
Took 1.5 hours to make (Maya)
08-01-2012, 02:23 PM
Speaker - Mission 731
bit annoyed with myself on this one. I was flying along up to the hour mark, and then got bogged down on the tweeter plate, and lost a half hour or so through a stupid mistake. never mind :)
08-01-2012, 03:10 PM
Good work here guys. Your stuff looks great. May try to do some speakers myself. Couple of questions. whom and recpj: What method have you used to model the hatched vent/grill on your bumper/headlight? Looks like a handy technique. I'm a maya user btw.
And second question (this may be one for another thread but its kinda related): When is it okay to make a model comprised of separate objects? Or is it generally preferable to have an object made of as little parts as possible? Hope that's explained clearly enough :)
Looks like we covered all the items this time, good work everyone again. :)
pinkrabbit, I wrote some about it in a previous modeling session, it's just some arrays that I use for things like that, I use Blender though so I don't know that much about Maya...
Regarding your second question; I am not a pro or anything but in my opinion you might strive to model like in real life, in the case when it comes to the car bumper it comes in parts put together, however those arrays with the net for the grill is a bit different in the reference, I think those circular shapes is in the same shape as the net in the grill, made in the same form. Takes too long for a speed model though..... :)
08-01-2012, 05:23 PM
For the grill, in max I drew splines/ curves (all as one object) in the front view using the grid points to get the angles all the same. Then extruded that object, and added a shell modifier, which gives thickness to each polygon. I think I cut a few verts to get the shape matching better, and used an FFD to align the shape properly.
Generally if you're rendering on the GPU, (so for games mainly) you want as few objects as possible, as each one has to be sent separately through the shader pipeline. I don't think it matters much rendering on the CPU, like with mental ray.
08-02-2012, 02:05 AM
Cool thanks for the replies guys. I will have a play in maya and see if I can get some similar results. Recpj you confirmed my suspicions, less objects for real-time. Not such an issue for offline. Cheers!
08-03-2012, 09:19 PM
I just came up with the idea how to model the grill out - I could not believe that it might be so simple, unless you dont want it perfectly round. I was the one asking the same a few weeks ago ^^
I made a video how I think it would work good.
Watch here: http://youtu.be/b7QSCT8ZRac
In Maya you can use a simple plane, make the thickness of the rows how you like it, than delete the faces inbetween the lines you wanna keep. With a lattice (Animate -> Create Deformers -> Lattice (2 2 2)) you can get it into the right shape. Then extrude the surface and edit loops were needed. If you want it bend you can also use the bend deformer - maybe best to use it before extruding.
I will still think about an option to do this in a perfect round shape, maybe using a sphere and doing the same. Lines in, delete faces, extrude. Should try that ^^
------------ second edit
I tried, and works fine. To lower the workload and be faster you could also do just two rows and duplicate special it in the needed degree to get a circle and then merge verts.
Sphere_with_Grids (http://www.flickr.com/photos/sundaynights/7706380554/) von Sundaynights (http://www.flickr.com/people/sundaynights/) auf Flickr
if it is not that important you could also use an opacity map and a bump for thickness.
08-03-2012, 09:19 PM
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