still: Clock


#21

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?


#22

Someone suggested to me that it could be done with laser scan.


#23

2Eric_Cartman
:shrug:
Sorry, but…

It can’t be laser scan because it can’t give a such wire…

Sorry for my EnGLisH… :blush:


#24

but strange wires… can I have a ‘low poly’ wires… I cannot see why the inner circle has so much tesselation…

ciao
franesca


#25

What strange in this wires?

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

Some of other my works…


#26

how many time have u work on modeling? great job


#27

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


#28

Incredible! I also like the “Pochetnii Rabotnik” Pin. My grandma had a similar one :slight_smile:

:bowdown: :bowdown: :bowdown:


#29

Very good! :applause:


#30

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?


#31

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 :slight_smile: 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.


#32

He da man! I would still like to know which method did he use for modelling.


#33

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… :wink:

ciao
francesca


#34

Sorry for long absence :frowning:

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

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

2grid_crawler
Thx :slight_smile:

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

In this model 1845762 polygons.

Sorry for my english again :slight_smile:


#35

great. i like the realism. :applause:


#36

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


#37

Работа хорошая, хвалили много, так что повторяться не буду :slight_smile:
моделить сплайнами у тебя получается замечательно :)))
Напрягает только заваленная композиция :slight_smile:


#38

2Arseny 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! %)


#39

Congratulatins! :applause:

Nice photorealistic pic.


#40

How did u model this, mate? can u show us?
very nice job… :applause: