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Rushman
06-10-2004, 12:18 PM
Hi all :)
3DsMax 5.1, Surf-it, Vray, Photoshop.

:wavey:

OriK
06-10-2004, 03:01 PM
Have you really modeled all these details? Just amazing :thumbsup: .

Man
06-10-2004, 05:14 PM
amazing work man!

post the wires:drool:

HocusPocus
06-10-2004, 09:10 PM
lot of details... i like it!
very good, amazing work!

leho
06-10-2004, 09:36 PM
wow, remarkable amount of detail. good work :thumbsup:

geoffb
06-10-2004, 09:50 PM
:surprised: Wow! I'm amazed!

Geoff

mrtprodz
06-10-2004, 10:59 PM
very nice detailz! i like the shiny style (my preciouuuuuuus.. :D ) very nice work.

vanderstrat
06-10-2004, 11:13 PM
Beautiful work. Can we see a wire?

b01c

otacon
06-11-2004, 12:16 AM
Thats sweet detail. Looks very real. I would love to see higher res.:thumbsup:

I-NURB
06-11-2004, 01:25 AM
Nice detail, but give us some more detail version, so we can really enjoy ! :applause:

TraceR
06-11-2004, 02:07 AM
WOAH!!!! Very nice job, great modeling. Agree with b01c, lets see a wire. Very nice job!:thumbsup:

Rushman
06-11-2004, 05:11 AM
Big image:
http://3dtotal.com/home2/gallery/images/big/1531.jpg
Wire:
http://rushman.50megs.com/chasiki_wire.jpg
:)

darkbatman
06-11-2004, 06:06 AM
If the clock is true. It must be very expensive.:thumbsup:

leho
06-11-2004, 07:48 AM
is it mesh edited, or polygon or what?

Rushman
06-11-2004, 07:51 AM
This is Spline+Surface+FFD.

hairel
06-11-2004, 09:56 AM
the picture is tooooooooooo small

vlad74
06-11-2004, 01:54 PM
Bravo.:applause: :applause: :applause:

EricCartman
06-11-2004, 02:23 PM
How and where was modelling done?

freddy7133d
06-11-2004, 03:08 PM
Thats a really amazing render...
total realistic! nice work:applause:

Rushman
06-11-2004, 04:16 PM
Thnx!! :))

Render Vray, NO GI, just area lights...

Z1K0B4
06-11-2004, 06:38 PM
Wow nice modelling, I would not know how to begin modeling this type of geometry. Could you explain the proccess a bit?

Hows the Polycount?

EricCartman
06-12-2004, 08:47 AM
Someone suggested to me that it could be done with laser scan.

Rushman
06-12-2004, 11:13 AM
2Eric_Cartman
:shrug:
Sorry, but...

http://rushman.50megs.com/chasiki_wire.jpg

It can't be laser scan because it can't give a such wire...

Sorry for my EnGLisH... :blush:

francescaluce
06-12-2004, 01:35 PM
but strange wires.. can I have a 'low poly' wires.. I cannot see why the inner circle has so much tesselation...




ciao
franesca

Rushman
06-12-2004, 02:11 PM
What strange in this wires?

http://rushman.50megs.com/photo.html

Some of other my works...

nicolasambrosio
06-12-2004, 03:58 PM
how many time have u work on modeling? great job

francescaluce
06-12-2004, 06:49 PM
damn.. you're not a modeler.. you're an engraver.. if we were in the XVI secs you should have been the royal chaser!!


What strange in this wires?
the strange is just that the inner circle could be at least minus 10000 polygons (if all the small dots I see on the wire are polys :surprised ).. to get the same smooth result.. looking at its topology.


stunning model(s).





ciao
francesca

atenyotkin
06-12-2004, 07:36 PM
Incredible! I also like the "Pochetnii Rabotnik" Pin. My grandma had a similar one :-)

:bowdown: :bowdown: :bowdown:

grid_crawler
06-12-2004, 09:38 PM
Very good! :applause:

EricCartman
06-12-2004, 09:52 PM
Topology is so wierd. It looks like it was scaned... why on earth would the inner circle have a million polys?

We also asked you how do you do your modeling? Poly, nurbs?

atenyotkin
06-12-2004, 10:46 PM
Cartman, I don't know about you, but I don't think any of us can afford a 3D scanner.

Most CG Studios have to outsource that sort of technology for special projects.. because it's too expansive to buy.

I think the center part has so many polygons because he smoothed everything out with the same number of iterations... I do that all of the time if it's not for an in-game model :-) The only reason some people don't do that is because of performance issues.

BTW, I've haven't seen the latest and greates in 3D scanners, but the ones I have seen, can't scan something this complex.. they are mostly used for human body scans... face, head, arm, or the whole body.

EricCartman
06-12-2004, 10:51 PM
He da man! I would still like to know which method did he use for modelling.

francescaluce
06-12-2004, 11:21 PM
it's Surf-It.. patch and spline modelling.. no poly or nurbs.

anyway if you've a good topology mesh you're not forced to get that subdvions on part that do not require it.. but it's just a little laziness I think.. ;)



ciao
francesca

Rushman
06-24-2004, 07:30 AM
Sorry for long absence :(

2koony
I did not hasten, modeling has borrowed about two weeks.
2francescaluce
:))
Thx.

2atenyotkin
:)) "Pochetnii Rabotnik" = "The honourable worker" :)
I am glad for your grandmother! :)

2grid_crawler
Thx :)

2Eric_Cartman
It's realy spline modelling, but poly there also are present.
And loft :)



In this model 1845762 polygons.


Sorry for my english again :)

arona
06-24-2004, 10:13 AM
great. i like the realism. :applause:

alaa ahmed
06-24-2004, 10:46 AM
what can i say ...... really there is no words can describe your awesome work
but please con you put the image of the spline network did you use for the surface modifier
thanx

Arseny
06-24-2004, 11:02 AM
Работа хорошая, хвалили много, так что повторяться не буду :)
моделить сплайнами у тебя получается замечательно :)))
Напрягает только заваленная композиция :)

Rushman
06-24-2004, 11:13 AM
2Arseny (http://www.cgtalk.com/member.php?u=53531) vbmenu_register("postmenu_1408261", true);
Ой, ну хоть хто-то тут на родном могучем говорит :)))
Да, композиция ставилась "на глазок" :D, обложусь книжками по фотографии и буду грызть гранит науки! %)

Trurl
06-28-2004, 12:08 AM
Congratulatins! :applause:

Nice photorealistic pic.

orangefelix
06-28-2004, 12:52 AM
How did u model this, mate? can u show us?
very nice job.... :applause:

MrGhoste
06-29-2004, 01:43 AM
looks just beautiful, good work :)

ciccariello
06-29-2004, 06:59 PM
Fine job..a bit too much diffusion in the render. But wonderful nonetheless.

ranjan
06-29-2004, 07:09 PM
wow great photorealistic work:thumbsup:

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