Archive for September, 2007

Windows to the Soul

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Well, trying to make some cool looking eyes. Since the eyes seem to be the key to the entire project, I figured they need to be especially interesting. I created a white, glossy sphere, extracted the ‘lens’ from the front of it and made it transparent, duplicated that ‘lens’ and flipped it to create the ‘iris’, extracted a center ‘hole’ from the iris and made it jet black.

ARMS!!!

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Added some arms. For now, I’m sticking with simple, doll-like shapes for all the body parts. Details are not cute.

Rolling Up

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Here we go again. This time, full blown NURB craziness. I basically used the baby drawing in the cuteness handout we received in class as my key reference for proportions. To make the model, I basically started out with a sphere. I then add some isoparms and pull and morph the sphere into a head shape. Bulbous cranium and prominent cheek shelf; the key to a cute cartoon head. I then made a duplicate of the head and flipped it to create the body. Essentially the body is the counterweight to the head visually and physically. Taking from the Japanese version of cuteness, aka “CHIBI”, the legs are spheres stretched to a round point.

Final Renderings

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Here are the final renderings. I just threw on some quick VRay textures and proxy’d some old buildings from a previous personal project. Enjoy.

A Garage

Well, I exported the POLY Veyron as an OBJ file and imported it into Max to clean it up for rendering with VRay. I decided to make a scene for the car by modeling a car garage.screen11.jpg

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The great thing about modeling buildings is that for the most part, once you model one floor, you can just instance the other floors.

Dubs

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Just detailing now. Extruding, chamfering, and beveling. That is the name of the game. The best thing to do is to chamfer the lines that you want to keep so they don’t get smoothed away when applying the mesh smooth.

From the looks of it, I’m probably going to take the model when it’s finished and render it out in Max using VRay.

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Here is the POLY and the NURBs so far. I’m stuck with the NURBs, not sure where to go from here. With the POLY I feel I have more options (and less frustrations). I’ll try to have a more finished version of the POLY Veyron before Monday. Laters.

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Well, here is the up-to-date NURBs Veyron. I made a mistake in the beginning by tracing all the lines of the car and trying to create surfaces for each little part. Don’t try that, it’s a pain. It is actually better just to trace the “key”, form lines of the model. After you trace them you should become acquainted with your new best friend….birail 3+. Wow, it makes things way easier.

Anyway, now it is onto the fun stuff, details. Laters.

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Here is the POLY Veyron so far. It’s a basic, rough model. I haven’t started to smooth it out and segment the parts out of it. Right now I’m working on the NURBS version. I’m not much of a NURBs modeler, I’ve created cars, planes, and robots with POLY’s, but I can see the appeal of NURBs.

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Laters. CG.

Getting Started

For my Project 01, I will be experimenting with two approaches to modeling a Bugatti Veyron, using both Poly and NURBS.
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I first, for both methods, set up my orthographic blueprints on which to “trace” in 3D.

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If you are looking for some good blueprints, I would recommend the-blueprints

You can also find some really good resources at one of my personal favorite, 3D Community sites 3dtotal.comĀ 

More progress to come…

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