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View Full Version : FXWars! NeoRace!: Phil Potter, Freeform


BlenderFan
07-13-2009, 06:00 PM
Well everybody, I'm on board for my second FXWars challenge. My racer design can be seen below. I will be using Blender and Photoshop for this challenge. I hope to keep an interesting and informative WIP thread. I look forward to seeing everyone else's entries as well. C&C always welcome.

Cheers and God bless.

http://farm3.static.flickr.com/2618/3716746567_3e52e0ef53.jpg (http://farm3.static.flickr.com/2618/3716746567_3e52e0ef53_b.jpg)
(Click for Hi-Res)

ParamountCell
07-14-2009, 01:35 PM
Im interested to see how this goes. The concept looks interesting, prettymuch the mono wheel design, are the thrusters pointing downwards?

BlenderFan
07-14-2009, 08:29 PM
Well, they're not thrusters, they are like "legs" for the vehicle when it is stationary. They keep it from rolling away or falling over. It will be more clear when I have modeled it. Thanks for commenting, and actually, thrusters aren't a bad idea.:)

Cheers and God bless.

BlenderFan
07-27-2009, 05:20 AM
Well, after what seems an eternity, I got my computer to work. I am now back online with most of my programs reinstalled. Anyway, down to business.

I have now modeled the racer and rendered a quick animation of it just to give an idea of the motion it will have. No textures yet, but the materials are done. They are acceptably realistic, I think, and the racer will be going very fast anyway. Rendered in Blender Internal at about 3 seconds a frame.

C&C welcome.

Cheers and God bless.

Animation Link (http://www.vimeo.com/5778496) (its still validating right now, but it will be up soon, so I apologize for any wait)

Here is a still render if you have to wait.
http://farm4.static.flickr.com/3492/3760970594_783293287b_o.jpg

Telvin_3D
07-27-2009, 06:56 AM
I'm interested to see where this goes and I've got a couple critiques for you.

First, and it seems to be a central theme of your design so I kind of hate to say it, those support legs feel very superfluous. With that wheel base the last thing that anyone is going to worry about is tipping over. Look how solid it feels when the legs retract. It's going nowhere.

If you are going for a fantasy racer it may not matter to you. You could also make the wheels much, much thinner. Perhaps a tenth of their current width. It would also make the design feel lighter and faster.

On that same note, the car feels huge and rather ponderous. Assuming the centre capsule is a couple meters long then the whole wheel is six or seven meters tall. That's like three stories. Race cars usually look light and nimble. If you have a heavy looking object moving like a light one it is going to create a real visual disconnect.

Hope some of this helps and also that it does not come across as negative. I find that thinking critically about other's stuff makes me better in my own work and encourages the same type of useful criticism of my own stuff.

BlenderFan
07-27-2009, 10:05 PM
I thinned out the wheel as you suggested, and it looks much better. Thank you. I won't upload another video just yet, because I think an image shows the changes just fine. I will keep working on it, and tell me what you think.

Cheers and God bless.

http://farm4.static.flickr.com/3461/3763529048_0a83dbda04_o.jpg

BlenderFan
07-31-2009, 04:21 AM
Just a little test to make sure that rendering more than one in the same scene is still efficient. Also testing camera movement, using the great rig found here (http://fx.3dgestudio.com/media/camerarig.html). Tell me what you think.

The render time is about 4 seconds a frame.

Video Link
(http://www.vimeo.com/5852176)
Cheers and God bless.

LordMcGoat
08-05-2009, 03:30 PM
Yea you're right, the legs make a lot more sense the way they fold in before zooming off. I think that works nicely, nice one. Could be cool if they were used for balancing on corners and stuff too!

BlenderFan
08-09-2009, 06:01 AM
Thank you, Lord McGoat. You and your teammates' entry is looking amazing. I have learned a lot from your videos, particularly the one about the wheel rotation speed.

I don't use Maya, but I have been able to pretty well adapt your techniques to Blender. I use a Shrinkwrap Constraint instead of a geometry constraint (it does essentially the same thing), and an Ipo Driver for the wheel rotation.

Mine doesn't have to be quite as complex as I'm only using one wheel, so I just added the driver to the wheel and had the main control bone's translation drive the wheel's rotation. These things perform nicely when combined.

Later, I will upload a video of my tests with the rig. Thanks for the help.

Cheers and God bless.

spurcell
08-09-2009, 11:31 AM
lookin good so far. Its really hard to tell theres any rotation of the wheel though. Do you plan on adding any kind of texture or bump to the tire? Also on your latest animation, it might look cool, if the cycle started moving a little before the stabilizers were completely retracted. Kind of like how when I'm riding my motorcycle, and pull away from a stoplight, Ill kind of keep my feet hovering above the ground until I pick up a decent amount of speed before putting them on the foot rests. Just a thought.

BlenderFan
08-09-2009, 08:40 PM
That's a good idea, fuhshizzle, about the legs retracting. Yes, the wheel will be textured.

Thanks for the comments.

Cheers and God bless.

BlenderFan
08-09-2009, 08:48 PM
Okay, here is a test of the rig. I may make the vehicle and rig available on Blenderartists.org when I am done with the challenge. Tell me what you think.

Cheers and God bless.

Link to Animation (http://www.vimeo.com/6019955)

RobertoOrtiz
08-24-2009, 03:22 PM
The plug will go live on Saturday Morning!
Until then I am NOT looking.

When done Post here:

FXWARS NEO RACE: Post your final Entry! (http://forums.cgsociety.org/showthread.php?f=139&t=798450)

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