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Digitool
09-17-2009, 03:45 AM
Something new for this week. No time limit, you know what you're capable of, so just try to model as quickly as you can. State the time it took to model in your post and we can all help each other from there. Maybe point out ways to make it quicker and so forth. You may ask if people know of quicker ways to do things. Also, please tell us some about modeling techniques and whatnot if you wish to share, or ask for help, or provide some help.

Please don't be discouraged to show us your model... The only way to get better is to accept the advice of others, and the only way to do that is for those others to see your work!

This week, we have:

Tug Boat
Screwdriver
Cellphone
Telephone Booth
Walther P99
Television
Refrigerator

nimbiot
09-17-2009, 11:43 PM
yes, and even if we don't get much crits, just the fact that we are modeling on a weekly, or even daily basis, leads to good progress. so keep posting

Wualforvalle
09-18-2009, 05:09 AM
well first one, i made screwdriver it took hardly 30 min or soo, for the tip i had 4 verts and i extruded them inward, it was the only challenge but thankfully i resolved it quicklly
http://i543.photobucket.com/albums/gg462/wualforvalle/screwdriver.jpg

Wualforvalle
09-18-2009, 06:57 AM
another in this long night of modelling ><
this time i did the TV i used a reference i used from the web, i was interested in doing an old design
http://i543.photobucket.com/albums/gg462/wualforvalle/TV.jpg

Digitool
09-18-2009, 08:03 AM
Good stuff. I really like the TV set, but the screwdriver kind of looks... too... organic? I think there isn't enough distinctive shape to it. Perhaps you should have more divisions around the loops to give it more shape and less of a molded clay look. That is my opinion of that. I'm not sure if you're poly modeling and converting to sub d's or straight sub d modeling or what, but I just kind of think it looks a little odd as is.

MSus
09-18-2009, 08:57 AM
Hey guys,

I've been following your speed modelling threads for some quite time now, but I never had the confidence to post my own work. But that has to change, if I want to get better :)

So here's my Phone booth. It took me 45 minutes (not counting the reference hunting, shading/rendering). It's actually not a single polygon model, but rather build with many models. Each side wall, bars in the window, roof, foundation and the little walls that keep the roof up are separate and then "snapped" together. The build process was very simple, a few edge lines, extrude and that's it.

The only problem I had was the roof, it has a very weird shape to it. That took me quite a while to figure out, and I'm still not happy with it (as it even has some tris in it :argh:).







http://img188.imageshack.us/img188/760/booth1.jpg (http://img188.imageshack.us/i/booth1.jpg/)

http://img188.imageshack.us/i/phonebooth.jpg

http://img188.imageshack.us/i/phonebooth.jpg/

Kremers
09-18-2009, 01:40 PM
Hey guys,

This is my first Speed-Modelling entry.

It's a small tug boat, for the pipes and the cables I used Nurbs, the other things are made out of polys.
I tried to stay pretty low-poly, there are about 1800 Polys.
I hope you like it, any suggestion or critic is welcome!

Time needed: 1 hour 30 min.

http://saschakremers.com/challenges/wireframe.jpg

http://saschakremers.com/challenges/ao_render.jpg

alkhobarspecial
09-18-2009, 01:41 PM
Great guys lets keep it going!

Wualforvalle-
I think your tv set looks good. It was a good idea to get a reference. my only crit is that some of the proportions of some of the details are off. for example the knob on the television in the reference is about the same diameter as the curved part of the plate that it sits on. as well the switch below it is further towards the bottom of that same plate. and then lastly you are missing the slope in around the glass of the tv set. the glass in the reference seems to be inset an inch and half or so. great work though, and the speed is very good!

edit:
Nice tugboat Kremer! i think since you did such a nice job keeping it low poly you could probably add a few more to bevel some edges. looks great though

nimbiot
09-18-2009, 01:55 PM
Miha if you mean the the triangles at the corners, you can just create another row, connecting the other corners of the triangles. This will make a triangle adjacent to the triangles you already have. So now you just merge the triangles and make squares.

attractive looking phone booth by the way.

MSus
09-18-2009, 02:19 PM
Miha if you mean the the triangles at the corners, you can just create another row, connecting the other corners of the triangles. This will make a triangle adjacent to the triangles you already have. So now you just merge the triangles and make squares.

attractive looking phone booth by the way.

Oh wow, that was easy. Never crossed my mind to be honest. Thanks for the tip!

nimbiot
09-18-2009, 05:07 PM
Took 3 hours making this screwdriver. Would've taken 1 1/2 if it wasn't for all the dumb mistakes I had to correct. Wish I had saved my progress in layers, lol.

Digitool
09-18-2009, 06:24 PM
Great work guys. Love the participation, the help you guys are giving each other... all of it! keep it up!

Can't wait to get some of my entries in, I think this has the potential to be the better of the challenges yet.

Wualforvalle
09-18-2009, 08:04 PM
we should all post some ideas for next challenges in the Item list thread cause if we go on like this we will end up without ideas ><

Kremers
09-19-2009, 10:37 AM
@alkhobarspecial: Thank you! Yes you are right I could have spent time on the bevelling the edges. I will do so, if I make an Illustration with the boat.

@Wualforvalle: I like your tv, but the holder on the top seems to be too high poly, and the foot could need some more resolution. Good work though!

Here is my try on a screwdriver:
Made out of one piece and then seperated into two, because i had to add more edges to the cross.
Took me about 30 minutes to model.

http://saschakremers.com/challenges/screwdriver.jpg

jakeh14
09-19-2009, 02:29 PM
First post ever!

Kremers: The tugboat is really cool. I'm guessin the majority of your poly count is from the rounded bits (the piping, rope, bumper rings). The rest is surprisingly low poly. Also, you have these squares sticking out of the model that sort of look like inverted windows, and I'm not sure what they are. Maybe a little detailing to set them as panels or whatever.

Wualforvalle: The TV stands out the most I think of your two models. It seems like the concept image was a bit more rounded than your model, which I don't really see as an issue. However, the screen of the original has this inward bevel between the glass and the plastic outside. I would've liked to have seen that.

MSus: The phone booth turned out great, I thought. Despite the minor issues with poly flow (and I stress the word "minor"), I can't think of anything you could change. The top part (the roof as well as the chunk right under it) probably could've stood to be a lower poly, but the model itself is so simplistic that the extra detail doesn't hurt it at all.

As for my input, I did a fridge. You can tell where it got later in the time period, as I got lazier in my modeling. Let me know what you all think :D

http://www.thejawb.com/projects/smc18/fridgecollage.png

Wualforvalle
09-20-2009, 07:42 AM
thx for all the feedback guys i really love it, most of the details missing i really didnt knew how to do them its like my 4th sub-d's model and all have been on this Speed modelling forums :cry:

jakeh14: i really wanted to see that inward bevel in my model 2 :(

Kremers: yeah lol i was really lazy to add the resolution for the foot.

ill post a thing or 2 tomorrow sunday, thx!

nimbiot
09-20-2009, 01:22 PM
good post jake. Looks clean, and good enough for game modeling. But I would say try to keep poly's to quads, tris if you are game modeling. Not sure what's acceptable in the industry, but anything with more than 4 sides I think have to go.

MSus
09-20-2009, 02:57 PM
I really like Kremers' screwdriver, the head (the pointy bit) turned out really awesome. Feels real. Mine is sadly not as detailed :)

Spent about 30 minutes on it. The head proved the most troublesome.

http://img35.imageshack.us/img35/9831/screwdriver.jpg (http://img35.imageshack.us/i/screwdriver.jpg/)




I have a question about having your whole model as a single object.
Let's take for example jakeh's fridge (I hope you don't mind). I would model the fridge doors, shelves, the fridge "housing" as different models and then just align/snap them together. That way I would avoid the extra edgeflows, and I would be able to customize it faster, as I could just switch out and move the different "sub-models" into place. Should I avoid splitting up models or is my workflow adequate?

jakeh14
09-20-2009, 03:40 PM
good post jake. Looks clean, and good enough for game modeling. But I would say try to keep poly's to quads, tris if you are game modeling. Not sure what's acceptable in the industry, but anything with more than 4 sides I think have to go.

Had no idea I had anything over a quad. I'll have to look over my model. I avoid tris like the plague, as game modeling (from my very limited experience) is moving moreso towards that. Plus I think quads work much better, especially for organic modeling.

MSus: I really like Kremer's screwdriver and your screwdriver for two different reasons. I almost thought Kremer's was a bit too organic, but if you look back at old school screwdrivers they look very similar to that. Your's is a bit more crisp on the edges, which is closer to how they make them now.

Let's take for example jakeh's fridge (I hope you don't mind). I would model the fridge doors, shelves, the fridge "housing" as different models and then just align/snap them together. That way I would avoid the extra edgeflows, and I would be able to customize it faster, as I could just switch out and move the different "sub-models" into place. Should I avoid splitting up models or is my workflow adequate?

First off, not at all :-D

Second, it's funny you should mention this because I had the same question. I like to construct everything hooked into one mesh. This results in some odd flow lines and extra edges that probably aren't necessary, but I've never been a huge fan of grouping objects, as you have less control over the objects within the group. For the same reason, I don't like attaching several individual meshes into one poly model. So anyways, I'm curious to know what others' thoughts are too.

SKeller
09-20-2009, 06:14 PM
Originally Posted by MSus
Let's take for example jakeh's fridge (I hope you don't mind). I would model the fridge doors, shelves, the fridge "housing" as different models and then just align/snap them together. That way I would avoid the extra edgeflows, and I would be able to customize it faster, as I could just switch out and move the different "sub-models" into place. Should I avoid splitting up models or is my workflow adequate?


I like to make objects with as many parts as possible. I find it's easier to edit later and to add detail to some specific part without making the rest of the model messy.
I don't know if there's a right or wrong way, but that's how i find myself more confortable while modeling.

nimbiot
09-20-2009, 08:59 PM
Had no idea I had anything over a quad. I'll have to look over my model. I avoid tris like the plague, as game modeling (from my very limited experience) is moving moreso towards that. Plus I think quads work much better, especially for organic modeling.


to help you out a little, it's obvious on the door with the handle, you see 5 sided poly and triangles. Maybe I'm wrong about the triangles since pic is kinda small.

jakeh14
09-20-2009, 10:18 PM
to help you out a little, it's obvious on the door with the handle, you see 5 sided poly and triangles. Maybe I'm wrong about the triangles since pic is kinda small.

Aw crap. Wasn't even paying attention...I put more loops in after making the handles. I'm starting to answer my own question from before. Thanks nimbiot!

Wualforvalle
09-20-2009, 10:45 PM
i am currently modelling with a problem, it turns out that i always known that scale, move and rotate tools when selecting several objects, share their centered pivot but now it seems that everything i do is moving, scaling rotating around their own pivot, clearlly this tool will help me but not right now, and not if dont know where to find it. i hope i make myself clear ><

nimbiot
09-20-2009, 11:08 PM
i am currently modelling with a problem, it turns out that i always known that scale, move and rotate tools when selecting several objects, share their centered pivot but now it seems that everything i do is moving, scaling rotating around their own pivot, clearlly this tool will help me but not right now, and not if dont know where to find it. i hope i make myself clear ><

I'm not sure if you are, but you are using Maya right? If you are, there is a tool called universal manipulator on the left tool bar. Click on that and you are able to move all the objects together.

eh...not sure if it's the answer you are looking for. I don't use Maya, so maybe someone else could give a better answer

jakeh14
09-20-2009, 11:16 PM
Contributing a Cell Phone

BTW: Can I just say that yesterday is the first day I contributed to CGSociety at all, and I already feel like a member of the community. Thanks everyone!

http://www.thejawb.com/projects/smc18/cellRender.pnghttp://www.thejawb.com/projects/smc18/cellScreen.png

Instead of making everything into one mesh this time, I used three meshes (the keypad, antenna and body) and combined them into one poly model. Went much smoother, and I stressed less about loops. Took a bit less than 30 minutes.

i am currently modelling with a problem, it turns out that i always known that scale, move and rotate tools when selecting several objects, share their centered pivot but now it seems that everything i do is moving, scaling rotating around their own pivot, clearlly this tool will help me but not right now, and not if dont know where to find it. i hope i make myself clear ><

In 3ds max, there is a drop-down menu in the toolbar up top for how alterations apply to individual objects of a greater selection. Assuming you're working with the default UI, you can find this after the tenth button from the left (you should pass one drop down menu as well). It probably says "Local." Change it to "View" (which is the default). You might have mashed a hotkey by accident...

That's my best guess anyways.

Wualforvalle
09-21-2009, 01:15 AM
nope havent solved it yet, i am using maya btw :P

rvr1982
09-21-2009, 06:25 AM
i am currently modelling with a problem, it turns out that i always known that scale, move and rotate tools when selecting several objects, share their centered pivot but now it seems that everything i do is moving, scaling rotating around their own pivot, clearlly this tool will help me but not right now, and not if dont know where to find it. i hope i make myself clear ><

Ok, this might be the solution :
Select all the objects you want to rotate, go to edit -> group
Now select one of them, and hit the "up" arrow on your keyboard to select the group.
When rotating the group, the objects should share the same pivot. You still can select each object seperately.
Parenting the objects (edit-> parent) should also work.
The "insert" key on your keyboard should alow you to move the pivot of the group without moving the group itself (=> very usefull ^^)
Take a look in the outliner (Window -> Outliner) to see how your objects are grouped / parented. You can group/parent them directly in there, just drag and drop objects with you MMB.
Hope this help ;)

Wualforvalle
09-21-2009, 06:42 AM
hmm didn't thought about that, just tried it, and yeah it worked, but the pivot appears in the last object i selected while there is an imaginary pivot in the center while scaling or rotating.
there is a option we haven't figure out, i used maya for 6 months now i know i pushed a wrong button :cry:
this is all weird :(

alkhobarspecial
09-21-2009, 01:23 PM
well if its you just think you pushed a wrong button somewhere then you can try resetting the program to default workspace or something similar. i dont use maya so im not sure what they would call it.

VirusREdSox
09-21-2009, 05:14 PM
this is my screwdriver, it's a very simple model, took me about 20 minutes to finish it
http://i422.photobucket.com/albums/pp309/virus_Redsox/screwdriver.jpg

jakeh14: i like your models, god job

MSus: nice screwdriver



PS: sorry about my english. ;)

Kremers
09-21-2009, 06:44 PM
jakeh14: Good Work! I like your cellphone have to say, that I first thaught about modelling one of those new smartphones, now I remember that there were actually phones with external antennas (shame on me) :D
MSus: Nice Screwdriver!

Hope I get some time tomorrow to model a cellphone as well!

VirusREdSox
09-21-2009, 06:56 PM
well, this its another model, i spend like 1 hour & 15 minutes working on it, all the comments you can post are welcome.
http://i422.photobucket.com/albums/pp309/virus_Redsox/cellPhone.jpg

nimbiot
09-21-2009, 07:06 PM
virus, that came out really nice, love the detail. is it nokia?

gopherCG
09-22-2009, 04:02 AM
I'm an fx artist but wanted to relearn modelling for awhile (ya some years already...) until a friend pressured me to actually sculpt. So I'm starting this zbrush thing a few days ago, very exotic from my node maya workflow.

First model from zbrush. To force myself to learn this, I didn't use maya this time. 1:45 of mostly hunting for brushes and lost-in-UI, + some sculpting. Rendering realtime, some have 20second (fake?) GI.

pictures...
http://farm4.static.flickr.com/3101/3943649914_4b69c472d6.jpghttp://farm3.static.flickr.com/2512/3942872831_b59d71f39f.jpghttp://farm3.static.flickr.com/2498/3943649818_20c2c4b1f5_m.jpg
aweful head!!

http://farm3.static.flickr.com/2668/3942872677_98b2b5d22c_o.jpg
(* 7 sided just for fun)

Msus: nice handle. I was trying to get a uniform carve in ball look but most brushes keep carving deeper. I want a brush with uniform depth, like photoshop with opacity 20% flow 100% so the intensity caps off. I'm sure zbrush pros know how.
nimbiot: layers? is that modo, how does that work?

nimbiot
09-22-2009, 06:08 AM
nimbiot: layers? is that modo, how does that work?

I'm using Lightwave. Basically, you can work in layers like in photoshop. It makes it easier working on different parts of a complicated object, or you can even save your progress by copying your model at certain points to another layer, and continuing it from there. I know in Maya you can do something similar by working on different keyframes of the animation timeline. Atleast, that's what I thought I saw someone do.

BTW, nice experimenting with Zbrush, I gotta start learning it soon. It looks fun. But Isn't Zbrush for organic modeling? I can't see it being able to get proper angles and edges that you want. But then again, I'm not that experienced with it.

Here's my attempt at a television found here: http://www.sciencemuseum.org.uk/images/object_images/535x535/10405933.jpg

Took me about 2 1/2 hours till I gave up in the late hours of the night. Only parts that are separate are the glass and the knobs.

jakeh14
09-22-2009, 03:09 PM
virusREDsox - Great cellphone. That's actually closer to the model I initially wanted to do, but couldn't find any reference images (I was looking for an old Sanyo I had four or five years ago).

gopherCG - Your screwdriver's quite impressive. There are some problems at the tip, like you pointed out. However, that might be where Maya comes more in handy. The screwdriver definitely looks sculpted though, not necessarily modeled.

nimbiot - Your TV is cool! Reminds me of the Fallout series. Not to mention the model is basically spot-on the reference image. Out of curiosity, how many and what are the different meshes in the model?

Wualforvalle
09-22-2009, 04:53 PM
tried resetting maya, and found out i was crazy lol, i apologize for the ones who tried to help me :P i t was probably grouping the answer.

VirusREdSox
09-22-2009, 07:26 PM
now i finished my tv model, it's an old model from Phillips, from the 50's. The box, the base of the antenna, the ornaments and the knobs are polygons, the rest are NURBS.
Thnx for the comments.

http://i422.photobucket.com/albums/pp309/virus_Redsox/tv.jpg

jakeh14: I found the reference for my cellphone here (http://www.mobile-review.com/index-en.shtml), maybe you can find it there.

Wualforvalle: you could tried frezze the transforms for all your models, later reset the transforms so all your pivot are located to the origin (0,0,0)

gopherCG: i like your model but the tip is not so good, when you work in Zbrush is easier when you do the rough model in maya or any other software for modeling, so you have a good topology to start to sculpt

Nimbiot: nice TV, good work

nimbiot
09-22-2009, 09:48 PM
nimbiot - Your TV is cool! Reminds me of the Fallout series. Not to mention the model is basically spot-on the reference image. Out of curiosity, how many and what are the different meshes in the model?

I have 4 different meshes, 2 for turn knobs, 1 for glass bubble screen, the other for the tv.

thanks for the compliments guys.

Virus, your tv also came out really nice, good enough for display. I like how you did most of the tv in 1 mesh..all part of the challenge. How did you make the speaker screen? You must have known a quick way of doing it that I'd also like to learn.

VirusREdSox
09-22-2009, 11:40 PM
nimbiot: thanx for the comments, and you are right, I going to explain how i did this tv, but sorry for my bad english, i'll do my best.

http://i422.photobucket.com/albums/pp309/virus_Redsox/tv02.jpg

1. I started from a cube, scale it until get the right proportions, i Insert two edge loops in y & x axis (my z axis correspont to deep axis coz i work in maya), so i have now 9 faces in the front of the tv, extrude those faces to the inside a put in the right proportion for the area of the screen and the speakers, and do the same thing for the screen hole.

2. For the speakers i use a cube, insert a lot of loops in y axis, then I select the faces interleaved and extrude it in the normal direction.

3. For the frame of the screen and the front of the tv, I selected the edge and converted to a curve(In maya you can do it going to modify>convert>polygons edge to curves, very usefull), then a build a profile with a curve and extruded along the first curve. The same proces for the antena

4. For the knobs, they are just cillinders.

I spent like and hour in the entire process. Again sorry for my english, if somebody need help i'm glad to help you.

nimbiot
09-23-2009, 12:15 AM
thanks for the info Virus. Hmmmm...edge to curves, interesting... *walks off into cellar with satisfied, evil grin on face, possibly scheming to take over the world...

gopherCG
09-24-2009, 05:29 PM
thx, when i get time i'll fix up the screwed up head. For me learning zbrush is fun, but I like more control & precision. maya's got the tools but modeling-wise the UI doesnt 'click' with me. maybe i'll check out modo or max, wouldn't mind rhino/autocad if they're fast.
...gota study some exams before i can model maybe a cellphone or characters.

Those are very cute TVs! it's weird ppl still sell these round portables, and in black&white.

nimbiot
09-25-2009, 12:01 AM
Jason, check out Lightwave. Although not as popular for animation and texturing like Maya or Max. The UI is more logical for me, where you don't have to fiddle around with move/rotation arrows, or figure out what icon is what..instead, all the tools are labeled and can be used with "hot keys" for fast modeling.

rvr1982
09-25-2009, 12:44 AM
hey, virus, thanks a lot for this one : "modify>convert>polygons edge to curves"... I remember spending hours tracing curves on polygons with the "snap to vertices" tool activated ^^

Here's my contribution. I think it's a german phonebooth... It's 100% nubrs, it took much more than an hour, but hey, it's my first Nurbs model EVER ! Thought I should start learning it... ^^
I'll probably try to finish the inside, and to render it later, if I find some more time...

http://i300.photobucket.com/albums/nn20/jaimelaleffe/comp.jpg

nimbiot
09-25-2009, 02:46 AM
looks very clean renaud, I like!

pffft~! you maya users are a bit over privileged with that edge-to-curves function. Ban it I say!

VirusREdSox
09-25-2009, 03:44 AM
rvr1982: that phonebooth looks great, and try to finish the inside, that's a very good work for your firts time with NURBS, i don't like to work with nurbs, but I use the tools to make polygons.

gopherCG: you could try Wings3d it is a very usefull modelling software, fast workflow, estable and its free. I used a lot for block organic shapes, it's very fast.

Wualforvalle
09-25-2009, 04:00 AM
well no one has posted the walther p99 soo here it is
http://i543.photobucket.com/albums/gg462/wualforvalle/walther99.jpg
around 2 hours

nimbiot
09-25-2009, 04:12 AM
yeah, the walther p99 is a hard one. I'm so far 2 1/2 hours into mine and so far only managed to detail the top piece.

Waldo you got a good overall shape. Now you should go further with it and see how far you get.

Wualforvalle
09-25-2009, 11:06 PM
yeah i really want to put the details into it, im scared at the same time, most likelly scared of the front face i really dont know how to quad it, and also of the part where the trigger finger goes :P but will see what happens, in those 2 hours i learned a lot :P

maozao
09-26-2009, 01:38 AM
hey guys.

so my name is Gabriel, and i'm new to the speed modeling session. I'm aiming to improve my modeling and being able to model anything and not take too much time on it if i can. Most of you guys can do impressive stuff, i've been more focused in human anatomy and sculpting than i was modeling in general, also taking the time to learn XSI. But i think modeling is really important as far as generic modeling goes. I though this was going to be simple but it turned out not like i expected. Still picking up stuff in XSI, started with this screwdriver and had some trouble with details and the head of the screwdriver.

http://i3.photobucket.com/albums/y85/maozao/smc_screwdriver.jpg

Wualforvalle
09-26-2009, 04:33 AM
well i doesn't look bad at all, Gabriel :P well i still don't know much about modeling xD btw welcome to these forums :P

im having lots of doubts and trouble with this, i followed your call nimbiot and im trying to go further for the modelling of the gun, i already cleanup a lot of stuff that i messed up... i guess.

But i really dont know what to do with these edges i marked, should i cover the hole gun with em? or is there any way to do it like im trying to do so...? i dont know if i made myself clear, probably not :'(

just anyone who sees this, plz crit the gun and comment on the parts i marked, that's all :P

http://i543.photobucket.com/albums/gg462/wualforvalle/gun_problem.jpg

nimbiot
09-26-2009, 05:07 AM
waldo..that's the hard part, and that's what I struggle with on every model. You just have to find a way to connect everything and make everything quads. You don't want to just leave that loop unfinished.

There are many ways you can do this like continuing the loop all the way around to meet on the other side. Or having the loops meet at a vertex and creating 2 triangles so that you can merge and create squares. You can run the loop into a vertex with only 3 sides, so just plug in the forth. Or you can run the loop into a vertex with 4 sides, creating 5 and isolate it on a flat surface, or hide it(because they will pinch in Sub-D models if not on flat surface).

It's going to get hard, but just keep at it until you learn tricks of your own.. Where there is a will, there is a way.

you can learn alot from here and also by looking at other models to see how others did it: http://www.subdivisionmodeling.com/forums/showthread.php?t=907

Wualforvalle
09-26-2009, 07:01 AM
wow gonna print that thread to read it, i have only browse it but man i looks awesome, yet, 3d makes a more interesting twist, thx for image too, Mike :D
btw i wanna see how your weapon looks like >:D

rvr1982
09-28-2009, 03:40 PM
had a little bit time to make the interior... Took me a little bit more than an hour without the texturing (procedurals), rendering, and the "pink thing" (forgot the name, the thing you use to speak and to listen). Had some hard time with it, I still find it looks like a banana ^^
I worked mainly with poligons here, exept for the cable and the "pink thing". There where just too many rectangles, i would have lost hours doing all the interior in nurbs...
I'll try the gun next, if I have the time.
http://i300.photobucket.com/albums/nn20/jaimelaleffe/all.jpg

Kremers
09-28-2009, 05:37 PM
Turns out very well rvr1982. I remember those telephone booths as I used to live near to germany. So I can say that it looks pretty much like in the real world.
For the modeling I can't say much that I dislike. :thumbsup:

rvr1982
09-28-2009, 11:05 PM
Thanks kremers ^^

Here's my Walther p99. This one was really tricky. I decided to split it in two : I modeled the upper part in poly, the lower part in nurbs. It took me 3 hours to make them both (and still not finishe lol). I used a little bit booleans in the upper part, it took some time to clean up the mesh. There are still some triangles, but they don't cause any problems, most of them are results of beveled edges
I'm very happy to finally get used to nurbs :D
http://i300.photobucket.com/albums/nn20/jaimelaleffe/walter.jpg

maozao
09-29-2009, 02:12 AM
giving a try to a cellphone. tryign to model my nokie. but once i hit 1 hour modelling i stopped it.

this is a lot harder than i thought it would be. i'm having trouble getting the buttons done properly mostly that was where i spent most of my time. if anyone can help i'd be happy :)

btw, great job on the p99 rvr1982

http://i3.photobucket.com/albums/y85/maozao/smc_nokia_001.jpg

nimbiot
09-29-2009, 02:57 AM
that p99 looks real good renaud, it shows that you payed close attention to reference.

not too sure where you are having the problems maozao, buttons look alright, please explain.

VirusREdSox
09-29-2009, 03:18 AM
rvr1982: hey, that's amazing, very good job on the waltherP99 and the phonebooth, i could'n find time to model that weapon, this days I have been very busy, so i waiting to start to model.

maozao: nice model, god job and the buttons are good

maozao
09-29-2009, 12:15 PM
rvr1982

how did you get those parallel cuts on the side of the p99? i was thinking of trying to model it, but i have no idea how to get those like you did

rvr1982
09-29-2009, 12:54 PM
You want to have the "cut area" to bee one single poly face.
Select the face and subdivide it. I used 48 subdivisions (= 24 cuts)

select every two edge, and move it back.

If you whant to avoid those 50 sided polygons, you should subdivide the faces all around the object. I did it on my model, but not in this example ^^

If you use maya, you should be carefull about hard/soft edges, it might create strange results when rendering. (dont know how 3dsmax handle this)

http://i300.photobucket.com/albums/nn20/jaimelaleffe/trick.jpg

Wualforvalle
09-29-2009, 11:34 PM
:'( new challenge?

Animasta
09-30-2009, 05:32 AM
Just so I'm clear on this, we can still do the items in the red (the ones that have been done already), correct? I ask because I'm still working on my walther.

Wualforvalle
09-30-2009, 05:55 AM
yeah, you can do whatever you want, the ones marked as red is because they have been posted in a challenge already.

Animasta
10-13-2009, 03:41 AM
Sorry to bump, but I've gone as far as I've wanted with the Walther. It's time to show what I have.

http://img50.imageshack.us/img50/3742/waltherp99model.jpg

rvr1982
10-13-2009, 05:33 AM
looks great !
hope you'll have the time to post some wireframes :D

nimbiot
10-13-2009, 11:38 AM
awesome work, the shapes are just like reference

Animasta
10-14-2009, 03:35 AM
Thanks guys :)

Here's the wire as requested. I probably could have cleaned up the mesh a little more, but this was my first real modeling project with Maya so I was only using it as a learning experience.

http://img131.imageshack.us/img131/8422/waltherp99modelwire.jpg

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