View Full Version : big problem...

ivo D
01 January 2003, 03:11 PM
have a litte problam im going to make a bike..that has round shapes and edgie..

how do i model that..

i sometimes use spline a little but that will be such a pane in the ass.. caus seeting lines in 3d sucks..

but what is the way to modell a motorcycle.. ?..

or does someone know a tutorial of making a motor bike

ivo D
01 January 2003, 03:40 PM
i am using max 5 btw..

i also need to cap a lot of wholes for the screws etc.. how do i do that.. :(...........

im going to make this concept bike.. fastests of the world.. can go 680 km/u

thats why it has 4 wheels.. hehe woowie!..need it for my character..

01 January 2003, 08:17 PM
in max i would use subdiv

i don't really know what else to say, start w/ a box and just try and plan your mesh out well

01 January 2003, 12:59 PM
What's it focused the project for?, hobby or engineering?. if it's hobby I would go for Box modeling and mesh smooth modifier, but if it's for engineering I would go for spline cages.

ivo D
01 January 2003, 01:03 PM
ill post a pic tonight..
the model is very very hard

its the dodge tomahawk bike.. prototype..

box sucked.. caus it has sharp edges.. i guess its one of the most difficult bikes to make..and its my first thing like this..

had to make to much edge loops

now im doing poly by poly modelling...
but it darn hard.. pffff..

i dont have a top view.. and a front its really guessing and figuring out..but it has to work.. goes with my character that im making.. just have the head 1/3 finished..

and its as a hobby.. not for work

but its all just time is not a essents

ivo D
01 January 2003, 01:05 PM
owanothet thing.. the tiers.. (wheels).. how do i get the profile.. ?
bumb aint an option.. but how the hell do you modell those things

01 January 2003, 01:36 PM
Mmmm, about the modeling...

This is a bycicle but I don't know if this could be useful for you at all,

and about the profile of the curves, you could model that with nurbs or if there's no close ups of the byke you could use a displacement map over the flat surface of the tire.

ivo D
01 January 2003, 01:41 PM
nurb.. it.. damn..that will be nice work.. hehe.. , displacement.. is shit..for that.. hehe

so ill do nurbs than

but a suggestion... could i make the profile.. box modellen.. than kut that shape of the profile out of a small flat box.. and than deform the box into a i have the profile and the tiers roundes than only have to curv the sides..........

or aint that a normal oke way?/.. dont know how to.. get a flat pieces..tilled around in a circle... so

01 January 2003, 01:52 PM
Yep, that would be a good idea if you intend to mix modeling methods, but anyway, here you have another way of doing it:

I hope it helped.

ivo D
01 January 2003, 02:04 PM
one thing..srry im .. an ass..but my english aint that good.. and with that explanation tut of making a tire.. arnt any images..

so i dont know what to actually have to do..
can you explain plz..

srry im such a dumb ass hehehe..

01 January 2003, 02:12 PM
Don't worry!, no bother!, that's what cgtalk it's made for... questions, questions, and more questions, anyway... yep! the second tut doesn't have any image, but I would actually go for the first one if I were you, that tut or a variation of that one is the one that everyone uses, ( well, at least I think so ).

ivo D
01 January 2003, 02:47 PM
what do you mean.. from suurland.. cant find anything there..

.. and the other is with .. images 3.. but there its allready done..dont get it.. :(..

nothing for tiers at suurland tuts

01 January 2003, 11:35 PM
fabman, i'm just browsing during a break here, and i came across this thread.

Fabman, you rule! all those tuts you went out and found to help, and so damn good natured about it too.

As OT as you can get, but i had to say it.

ivo D keep at it, you'll get there.

01 January 2003, 11:55 PM
ok, I did this years ago in Maya 1.5 and a tiny bit in 2.0.... But it was ALL Nurbs....every last bit...
I've yet to use Nurbs in Max...havent tried since Max 2.0 so I dont know if they ever got any better in max or not...
It was primarly sculpting of CVs and adding of Isoparms etc.... lots a work back then..... I think now a days, SubD is a great way to go... but with all the Cuts, Bouleans, Lofts, on a bike... Nurbs then, was just the better way for me to go... but now-a-days... who knows... it's whatever you are more comf with... might be Polys, might be nurbs, might be a combo... etc.. Theres a few hardware renders etc... with wireframes, might give an idea as to what Nurbs did for me.

it was a Yamaha YZF-R1000

01 January 2003, 12:37 AM
Oh! thanx for the coment 'thesaint' I mean I try to help as much as I can, I been improving my skills since I surf this forum, and I keep learning and learning everytime I come here thank to a lot of people that helps a lot more than me.
But so far I didn't dare to post one of my works here, the level it's really high and I just have skills for what I'm working for, a 3d animation architecture company, that uses 3dsMAX as 3dsoft, but I prefer to model organic stuff, and I'm trying to get into Maya through the learnin' edition, anyway, thanx again.

By the way, sorry but I'm spanish and my english language level it's not good enough, what does it mean the 'OT' you'd wrote in the last post?.

01 January 2003, 12:57 AM
Ops!, sorry Ivo D, I'm so selfish that I forgot to answer your last question, the link I was talking about has images, but you have to go further into the next pages of that thread, anyway...look... this is one of the pages,

and the user 'creart' posted quite a good image and a basic explanation of the process, and if you want to see what you can get with that method.... check this

and look what the user 'bren turbo' did, probably what I call a 'state of the art'.

hope it helps.

01 January 2003, 01:16 AM
Off Topic -- i'm just too lazy to write everything out...

You should post some of your stuff here, we'd love to see it. I get so focused on the tasks here that i foregt how many talented people are out there and working on stuff that i really like.

I am working on a my own short right now and i cannot tell you how nervous i am to show that to everyone. Can you imagine people getting the chance to critic a lead animators solo work!! Talk about pay back for all the times i made them change something!!! ;-)

Sorry to ivo D for the OT distraction, i think i'd better add to the discussion now.

Ivo D, Do you have some sketches?? Maybe these guys could help you tons if you posted a simple sketch of what the finished bike has to look like. Sometimes seeing the lines , edges and contours can determine what surface structure to use. I don't know Max at all, but there is a post somewhere in this section (Modeling) from a guy who built the most amazing bike from reference photos, you might find it and post him a private message asking him to join this discussion.

01 January 2003, 01:29 AM
'thesaint' is this the thread you were talking about?

'Ivo D' if it was this one the one 'thesaint' was talking about maybe you could ask that guy about the method he used, but I think it's in that thread.
I mean, that bike looks goooooood.

well, gotta go... it's 2am here and I'm waking up at 7:30am for work.. so... bye!, see you in a few hours.

01 January 2003, 01:58 AM
oh... I also would suggest, it might help you... it did for me... I went to the Yamaha dealership and took a bunch of good photos of the bike I wanted to make.... and I also bought a Model so I could hold some of the parts etc in my hand as I made them.

Even if your drawing your own bike, some good ref photos of existing bikes might help and or a model too. just to help in the lines etc.

01 January 2003, 02:21 AM
yeah thats the one!!


ivo D
01 January 2003, 09:20 AM
this is the one.. i am making

ivo D
01 January 2003, 09:33 AM
here you can find some more pics of it

and this is what i have till now.. made poly by poly.. just like the joan of arc tut

01 January 2003, 08:54 AM
For a model like that mountin bike it would be heaps easier to model it in a mechincal design product like catia, pro e, solid edge etc etc

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