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Work In Progress: Rendering and animation Show off your projects you are working on

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  #21 (permalink)  
Old 05-30-2006
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hehe lol.there is nothing wrong with that car but for my taste i like exotci cars more like lambos,ferraris,bmws,porsches, and so on...
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  #22 (permalink)  
Old 05-31-2006
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alright good job on getting your mesh optimized, but here are some things i would think it being nicer

- red remove those lines and weld the polies
- cut here so theres a tri
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radical-sr4-1st-car-attempt-c4d-rad_sr4.jpg  

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Last edited by NightEye : 05-31-2006 at 11:17 AM.
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  #23 (permalink)  
Old 06-02-2006
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tnx, those pods are a PITA...

added skirts and some other bits

here's an update keep the C&C coming
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radical-sr4-1st-car-attempt-c4d-dual.jpg  radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.433-6-2006-0.27.04.jpg  
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  #24 (permalink)  
Old 06-03-2006
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you really have to pay attention to your poly flow.

i marked some areas

green - imo bad polyflow, as you want to make a low poly car
yellow - good imo, since there are few polies that still make a good shape
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radical-sr4-1st-car-attempt-c4d-dual.jpg  

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  #25 (permalink)  
Old 06-03-2006
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Quote:
Originally Posted by Silent][Moebius
you really have to pay attention to your poly flow.

i marked some areas

green - imo bad polyflow, as you want to make a low poly car
yellow - good imo, since there are few polies that still make a good shape
Yes the green parts are the parts that still aren't done , but in C4D I can select a line and melt it, but then I have to select all the points and delete them
A bit tedious...so im trying to get the pods and the body to connect and then im gonna delete loads of those

Tnx for the crit, ill work on it some more and keep you all posted.
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  #26 (permalink)  
Old 06-03-2006
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just whipped up some some wheels, looks ok with m on
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  #27 (permalink)  
Old 06-03-2006
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looks great, but there is a normalls issue on the "hole" on the side of the car wheels arches could use a few more polies as well, to match the smooth wheels

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  #28 (permalink)  
Old 06-04-2006
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hmm high poly wheels on a low poly car

butoverall the car looks good overall. just a bit too smooth maybe. but that is actually a normals prob.

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  #29 (permalink)  
Old 06-04-2006
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Quote:
Originally Posted by Silent][Moebius
hmm high poly wheels on a low poly car

butoverall the car looks good overall. just a bit too smooth maybe. but that is actually a normals prob.

How would i fix that with normals? sry noob question.
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  #30 (permalink)  
Old 06-04-2006
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nearly there...just need a way to fix the wheelarches...and I need good pics of the side pods to be able to model them correctly
Attached Thumbnails
radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.434-6-2006-20.20.32.jpg  radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.434-6-2006-19.43.13.jpg  
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  #31 (permalink)  
Old 06-04-2006
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Hi Nitro. I like your model and it looks like you have a good start on it. A few reccomendations (keep in mind that with 3D programs, there are many different ways to approach a model to get the results you want, so I am just speaking from my own personal experience.)
I use C4D 9.1 myself and love the program as you can create great models and beautiful renders with it. One thing I have noticed (in my opinion) is that sometimes mixing triangles with poly/n-gons can have adverse effects, sometimes making it very difficult to smooth and fine-tune areas with triangles. I try to avoid using triangles at all costs, but sometimes you simply have no choice.
Another thing I usually do is to model as much of the body as a one piece mesh as possible and go back later and cut out seperate pieces. This helps to have the seperate panels line up properly and keeps you from having to weld a lot of vertices.
The main thing is to discover what works best for you. The more comfortable you are with your methods, the more natural it will become and after a while, you will focus more on the design and less on the methods to acheive that design because they will be like second nature. Keep working at it and you will find yourself discovering new tricks all the time.
I hope that any of what I said will help you and encourage you. Good luck.

P.S. Are you using hyper nurbs on that model? If not, you should.

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Last edited by nateLFO : 06-04-2006 at 11:15 PM.
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  #32 (permalink)  
Old 06-05-2006
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Quote:
Originally Posted by nateLFO
Hi Nitro. I like your model and it looks like you have a good start on it. A few reccomendations (keep in mind that with 3D programs, there are many different ways to approach a model to get the results you want, so I am just speaking from my own personal experience.)
I use C4D 9.1 myself and love the program as you can create great models and beautiful renders with it. One thing I have noticed (in my opinion) is that sometimes mixing triangles with poly/n-gons can have adverse effects, sometimes making it very difficult to smooth and fine-tune areas with triangles. I try to avoid using triangles at all costs, but sometimes you simply have no choice.
Another thing I usually do is to model as much of the body as a one piece mesh as possible and go back later and cut out seperate pieces. This helps to have the seperate panels line up properly and keeps you from having to weld a lot of vertices.
The main thing is to discover what works best for you. The more comfortable you are with your methods, the more natural it will become and after a while, you will focus more on the design and less on the methods to acheive that design because they will be like second nature. Keep working at it and you will find yourself discovering new tricks all the time.
I hope that any of what I said will help you and encourage you. Good luck.

P.S. Are you using hyper nurbs on that model? If not, you should.
Yes, I am using 9.1 aswell. Great program. I try to make loads of part separate on this car becouse of the body inside that is lower, I kept getting other vertexes then I was meaning to modify. But now all is welded. Im not going to hypernurb it becouse I want to try and get it into a game. I'm not really sure what the poly limit is, but now if I nurb it loads of stuff gets rounded in a bad way. If you like I can send you the model and maybe you can have a look at it and give me some pointers?

Tnx

Pete
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  #33 (permalink)  
Old 06-06-2006
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Nice You have really improved a lot since the beginning!
Your polystructure looks a lot better now!


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  #34 (permalink)  
Old 06-06-2006
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Quote:
Originally Posted by NightEye
Nice You have really improved a lot since the beginning!
Your polystructure looks a lot better now!
Cool tnx for the compliment, you guys helped a lot.

But as for the normals problem above? Someone mentioned it. How do I fix that?
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  #35 (permalink)  
Old 06-10-2006
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reworking rear now

can you help me optimize the poly's here, im getting to many tri's in
Attached Thumbnails
radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.4310-6-2006-12.04.52.jpg  radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.4310-6-2006-12.04.36.jpg  radical-sr4-1st-car-attempt-c4d-nitro27-2-2006-21.30.4310-6-2006-12.04.21.jpg  



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Last edited by NiTrO-EXILE- : 06-10-2006 at 06:37 AM.
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  #36 (permalink)  
Old 06-10-2006
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the polyflow in the rear looks excellent and very efficient. good job

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  #37 (permalink)  
Old 06-10-2006
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tri's don't matter, aslong as they are placed right
And your tri's are, atleast I think they are
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  #38 (permalink)  
Old 06-10-2006
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looks fine to me, good polyplacement, without many triangles, good job so far

my portfolio here www.revelli.wz.cz
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  #39 (permalink)  
Old 06-10-2006
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Quote:
Originally Posted by revelli
looks fine to me, good polyplacement, without many triangles, good job so far
Thanks guys ill keep posting my progress shots.

Anyone with C4D know a way to reduce poly count easy on the wheels?

Or is the best way to just remodel them?



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  #40 (permalink)  
Old 06-10-2006
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Well, the wheels look really good but since they are under HyperNURBS they become way too high-poly for a game model, try taking them out of HN and then showing us a wire, then we'll be able to show you haw to reduce the polycount

PS I use cinema 4d too ( v9.6 )
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