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02-10-2006
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Alfa Romeo GT [blender]
Hi everyone,
I'm fed up for the moment with flat-panel cars (my Enzo and my Gallardo I showed here) so no more work on them.
I've started a few times ago an Alfa GT. I exhumed it, restart from scratch yet another time, with two main objectives in head this time : produce nice curvy panels, and concentrate on details and non-body parts.
Here is the result of one week of work, just one or two hours a day. Focused on the front as you can see.
Please comment or critic (especially if you think your comment is useless, because I'm still a newbie I presume with just about 6 months of irregular practice)
Second pic is rendered with a lesser-advanced model, it was a HDRI test (testing the HDRI file, not the method). Pretty funny, not ?
Last edited by tom120934; 04-25-2006 at 03:43 PM.
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02-11-2006
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GPS System
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Re: Alfa Romeo GT [blender]
looks nice to me but some wire and clay renders would be helpful
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02-11-2006
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GT maniac
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Re: Alfa Romeo GT [blender]
marvelous job on the gt, i like it
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02-11-2006
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Re: Alfa Romeo GT [blender]
Thanks guys for the replies and your appreciations !
Here're the wires, clay are rendering
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02-11-2006
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GT maniac
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Re: Alfa Romeo GT [blender]
briliant clean mesh, it is possible to send for us a non smoothed version?
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02-11-2006
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Re: Alfa Romeo GT [blender]
Unsmoothed wires, as requested !
EDIT : Sorry, I noticed a part not unsmoothed as I posted pictures. Apologize, and be sure I'm not trying to hide something
SECOND EDIT : Replaced pictures with full unsmoothed ones.
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02-11-2006
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Spare Tire
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Re: Alfa Romeo GT [blender]
looking good keep it up
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02-12-2006
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Re: Alfa Romeo GT [blender]
Some clay renders. Start working on cleaning of few defects visibles on these renders. Next will be rims and tires (maybe my first successfull tire modelling ? I hope  )
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02-12-2006
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Extra Cupholder
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Re: Alfa Romeo GT [blender]
Nice and clean
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02-13-2006
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Re: Alfa Romeo GT [blender]
Are you using weightmaps for sharp edges?? Looks like it.. It's really sweet for organic modeling, but with hard surface, it's not really recommended.. :roll:
Either way, it looks great sofar! A few bumps here and there, but overall a great model
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02-13-2006
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Re: Alfa Romeo GT [blender]
Thanks for your kind replies, guys. Started modelling of rims today, will post renders tomorrow.
Yes NightEye, I'm using weigthmaps (Shift + EKEY in Blender) : 0.0 (min value) on all vertices except 1.0 (max value) on edge vertices.
As I see on this forum, the most common trick is adding vertices rows parallel to the edge ?
As I'm using subsurf to smooth the mesh, weightmaps helps to control vertices density. For me it's much like additionnal rows do, isn't it ?
Please enlight me NE (or others) (I'm serious !)
For the few bumps here and there you speak about, I spotted the ones I know about on the attached pic. Please let me know if you see more
[tom, the only one who publicly critics its own work ahah ahah]
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02-14-2006
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Re: Alfa Romeo GT [blender]
Yeah those are about all bumps there are
About weightmaps.. In Lightwave you're not adding verticles. With LW you control the place of the vertices in aspect to their "meshsmoothed" place and base.
So with weightmaps of 100%, 50% and 0%, you will get these on a row:
But if Blender works with editing the vertices' density, than it's okay, since it's practically the same as adding rows
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02-14-2006
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Re: Alfa Romeo GT [blender]
Hey NightEye, you caught me with this simple pic.
In fact Blender works exactly the way Lightwave do (for that particular point  ).
So what I said yesterday was wrong : it's not playing with density : it's just moving vertices closer to the edge (as your pic shows, too)
I just understood the difference between my trick (weightmap) and yours (extra vertices rows)
My trick is : I set the weight, add a high subsurf level (4), than have blender to smooth the resulting mesh (i.e. interpolate normal over the subsurfed mesh).
So the edge is not fully hard but as smooth as yours are with your trick. So same result (for what I understand).
But a defect of my trick is that I have to add high subsurf level. For flat areas, high level is a high waste of polys.
See attached pics illustrating what I mean (first same construction as yours, second wireframe views)
I gonna modify my mesh to add these parallel rows, then reducing the subsurf level I use (2 will be enough I think, maybe even 1 if I still use weightmaps with extra rows). Next renders tomorrow !
In one word as in ten : THANK YOU NightEye ! I will be able to use fewer polys (which removes me a PITA because my PC haves only 750Mo RAM)
PS : In fact I started to use weightmap-only solution to avoid adding extra rows (when I saw this as a solution to the edge problem) : once you did it on a mesh, modifying is much more penible. Whereas removing weightmap is eas
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02-14-2006
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Wunderbaum
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Re: Alfa Romeo GT [blender]
Nice and detailed work mate. Can`t say anything.
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02-14-2006
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Extra Spare Tire
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Re: Alfa Romeo GT [blender]
Very nice. Love the Clay render!
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02-15-2006
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Re: Alfa Romeo GT [blender]
Thansk shinranryul and Checker2k3 for your comments.
Here's a new clay render, including second half of front wing, rim and tire (not real tire, just a placeholder), start of the door, a-pillar and roof.
Still have to fix te bumps I spotted earlier.
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02-15-2006
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Carbon Fibre Cupholder
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Re: Alfa Romeo GT [blender]
super job man !!! great modelling ...  keep it going that way man , amazingly big improvments on modelling skills since the last project ...
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02-15-2006
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Re: Alfa Romeo GT [blender]
That's the exact way Lightwave works too  No problem, glad I could help
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02-15-2006
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VIP
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Re: Alfa Romeo GT [blender]
Looks mighty fine. I have nothing to critic.
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02-15-2006
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Re: Alfa Romeo GT [blender]
Looking really nice so far.. couple of little issues...
does th ebottom edge of the lights seems a little wavy ???
lower grill opening looks to have some minor pinching going on.
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