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runejw
04-14-2005, 05:42 PM
Hi folks,
I found a very good tutorial regarding making rims and tyres here:

http://www.onnovanbraam.com/index.php?m=tutorials&g=8-car-rims (http://www.onnovanbraam.com/index.php?m=tutorials&g=8-car-rims)


BUT as I was reading this tutorial made for MAX there was of course a way of doing things that was MAX-specific.

Anyhow I figured out how to do it in XSI - and perhaps also with more flexibility in the end, so that's all this post is about really - just to give the beginner like me an "aha-experience"

See here (http://home.online.no/~ru-j-wi/album/3D_Graphics/cgtalk/rimtip.jpg) for the XSI-way-of-doing-it :)


Cheers,
Rune

runejw
04-15-2005, 06:28 PM
Hmm, little interest in modeling wheels ??

Anyway - to try and spark some interest - here is a rendering of a wheel-spokes model I made today using this technique - modeling one half of a spoke, the rest are rotated instances ( with every second instance scaled X=-1 )

http://home.online.no/~ru-j-wi/album/3D_Graphics/SoftimageXSI_Foundation/wheel_spokes.jpg

The long part of the spoke is a birail extrusion and the center part is a cylinder.

Enjoy.


Cheers,
Rune

runejw
04-17-2005, 11:28 PM
And here just for fun the wheelspokes on a concept car:

http://home.online.no/~ru-j-wi/album/3D_Graphics/SoftimageXSI_Foundation/B_speedster1.jpg

Yup, I know the brake discs need work... just had to put something there for now...


Cheers.
Rune

Strang
04-18-2005, 12:49 AM
nice job..

the scene is interesting with the shiny beveled cubes in the back..

keep pushing the design up this..

looks a bit like a boat. the front of the hood. before the head lights is hard to make out

*edit.. thanks for the tip about instances..

alona
04-18-2005, 01:20 AM
Anyway - to try and spark some interest - here is a rendering of a wheel-spokes model I made today using this technique

Rune

Can you say something about the lighting and materials in this render? It is very nice.

AA

runejw
04-18-2005, 09:42 AM
Thanks for comments.

Alona:
Wheel spokes picture:
Lighting of the wheel spokes is just one HDRI (beach hdr) and the ground is a grid with lambert material where the tiles are inset and clustered polys with blue colour (0.256 0.7 0.7) and very slight reflection and bumpmap.

I think I used the standard copper for the metal.

Car picture:
Lighting is a combination of HDRI (beach.hdr) with 0 background, 0.3 reflections, 0.5 image. Then also one orange (1 0.6 0.38 ) point light to add warmth, a little under the camera at 4 o'clock (car at 10 o clock). Light has 0.75 intensity with 12 spread and 0.5 umbra.

Material of cubes is standard XSI Mat_Metals:Copper
Red paint on car is the one from http://www.xsibase.com/tools/shaders.php?detail=951
Ground is standard lambert grey.

Background is blurred photo on a grid positioned behind the cubes.

A separate dirtmap pass is multiplied to the HDRI-render pass in Paintshop Pro (paste-as layer, select Multiply in layer control) (Foundation version does not have compositing...)

* dirtmap shader http://animus.brinkster.net/stuff/plg_dirtmap/plg_dirtmap.html
* short & quick tutorial about dirtmap http://kiworld.free.fr/html_anglais/dirtmap.htm

I find that the dirtmap adds some realism (especially in connecting "floating" wheels to the ground) and generally use it at 80% strenght. Doing a gaussian blur on it before multiplying it is another tip.


Cheers,
Rune

alona
04-18-2005, 10:05 AM
Thank you!

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