header
Page 3 of 24 FirstFirst 1 2 3 4 5 13 ... LastLast
Results 31 to 45 of 350
Share this Thread!
  1. #31
    Head of CGCars
    Autodesk Maya Autodesk 3D Studio Max Chaosgroup V-Ray
    Status : Offline
    Join Date: Jun 2005
    Location: Munich
    Posts: 770
    Images: 1
    first i want finish the whole exterior Click here to enlarge
    Current WIP: Ferrari 599 GTB Hamann | CG Cars V3


  2. #32
    CG Cars Junior Member
    Status : Offline
    Join Date: Jan 2007
    Posts: 187
    Images: 2
    Click here to enlarge Originally Posted by lookdown11 Click here to enlarge
    @bb and cwikdahl: no its wrong Click here to enlarge itīs real poly by poly Click here to enlarge

    the wires are absolutly great! Click here to enlarge

    greetz
    I'm not buying that Click here to enlarge Splitting all those segments by hand would be a huge undertaking, getting all large surfaces curved and smooth. Besides, it looks smoothed.

    Maybe we're just missunderstanding each other?


  3. #33
    Banned
    Status : Offline
    Join Date: Jul 2005
    Posts: 1,314
    Images: 1
    Click here to enlarge Originally Posted by cwikdahl Click here to enlarge
    .........................nd smooth. Besides, it looks smoothed.

    Maybe we're just missunderstanding each other?
    i donīt think so Click here to enlarge

    greetz


  4. #34
    CGCars Pro Member
    Status : Offline
    Join Date: Sep 2005
    Posts: 884
    IT is smoothed one time and then converted to poly, I can see the specific stretching areas that the smooth mod is making! We work like this at work! subdivide the mesh one time after the basic shape and flow is neat.

    dont tell me that u placed the edges xactly like the modifier does..

    /s


  5. #35
    CG Cars Junior Member
    Status : Offline
    Join Date: Jan 2007
    Posts: 187
    Images: 2
    Click here to enlarge Originally Posted by SeSim Click here to enlarge
    IT is smoothed one time and then converted to poly, I can see the specific stretching areas that the smooth mod is making! We work like this at work! subdivide the mesh one time after the basic shape and flow is neat.

    dont tell me that u placed the edges xactly like the modifier does..

    /s
    It's quite obvious, isn't it? Click here to enlarge Doesn't change that it's a great model though.

    /Claes


  6. #36
    CG Cars Member
    Autodesk 3D Studio Max Autodesk Studio Chaosgroup V-Ray
    Status : Offline
    Join Date: Jul 2005
    Posts: 546
    Images: 6
    Yep, sounds to be a good technic, because projections on a low mesh surface, will give indents, bumps, omg, nightmares!
    I think that the mesh has been subdivided too, but it doesnt take the value of the work, its a tool...And offcourse, that is a thing that you do when you have a CAD mesh, when you are certain that the things are in place, heheh, wonder if he needed to fix anything now, would be a disaster...
    BTW, great work dude, very clean
    this might be VERY heavy, how do you plan to render with Vray? Here, I rendered things with 4kk, or more, with lower resolution maps, are you running 64bit sistem? to handle the 8GB there? OMG, dream, haha
    Cya


  7. #37
    Head of CGCars
    Autodesk Maya Autodesk 3D Studio Max Chaosgroup V-Ray
    Status : Offline
    Join Date: Jun 2005
    Location: Munich
    Posts: 770
    Images: 1
    ye, 8gb with xp 64bit, and penryn quadcore soon Click here to enlarge
    Current WIP: Ferrari 599 GTB Hamann | CG Cars V3


  8. #38
    CGCars Pro Member
    Status : Offline
    Join Date: Sep 2005
    Posts: 884
    Click here to enlarge Originally Posted by cwikdahl Click here to enlarge
    It's quite obvious, isn't it? Click here to enlarge Doesn't change that it's a great model though.

    /Claes
    yeppClick here to enlarge

    nope fore sure! lovley model and a good tech to model and get accuracy in the mesh!

    Big props for elementClick here to enlarge nbice to finaly see somethingClick here to enlarge


    /s


  9. #39
    CGCars Pro Member
    Status : Offline
    Join Date: Sep 2005
    Posts: 884
    when you are certain that the things are in place, heheh, wonder if he needed to fix anything now, would be a disaster...
    Dont have to be! if u are modeling it that way u almost always keeps history in ur modeling! such as poly modifier stacked upon each other so that way u always can go back to the verry first bit of modeling. The only downside is that the poly modifier has less editble options than in a normal one.

    /s


  10. #40
    CG Cars Member
    Autodesk 3D Studio Max Autodesk Studio Chaosgroup V-Ray
    Status : Offline
    Join Date: Jul 2005
    Posts: 546
    Images: 6
    dont know man...
    I used ST, that is more near to maya than max...
    The history may be apliable when you just toggle subdivision... But if he edits the mesh after the iteration 1, then, if he moves back, will lose these edits, if not, tell me, I will move to maya :P


  11. #41
    Banned
    Status : Offline
    Join Date: Jul 2005
    Posts: 1,314
    Images: 1
    lol Click here to enlarge nice specualtions Click here to enlarge but all nope Click here to enlarge no histery around there Click here to enlarge

    like i said : poly by poly Click here to enlarge

    @element: when will we see some updates ?

    keep up the fantastik work :buttrock:

    greetz


  12. #42
    CG Cars Member
    Status : Offline
    Join Date: Mar 2006
    Posts: 746
    Wait sesim, so you can model a normal mesh (poly by ploy), then add a 1 iter
    turbosmooth, then apply on the stack a editable poly, and still work on it
    with the 1 iteration mesh? what happens if i do cuts\chamfers or other stuff
    and then move back to the original poly draggin mesh? i dont hink thats
    possible >_> if yes that'd be very convenient.

    lol @ "like i said : poly by poly Click here to enlarge" ^__^

    -BB-


  13. #43
    CG Cars Member
    Status : Offline
    Join Date: Feb 2006
    Posts: 1,159
    Images: 5
    thats what i call awesome modelling! :love:


  14. #44
    CG Cars Junior Member
    Status : Offline
    Join Date: Jan 2007
    Posts: 187
    Images: 2
    lookdown - "ok", in that case I think a better way of doing it would be the way I explained. Building that poly by poly seems very inefficient. And why can't element answer this himself? Click here to enlarge

    Regarding the stack in max or history in maya, changing the vertex indecies/order by splitting or welding will mess up the result. Tweaking positions of vertices will be ok though.


  15. #45
    CG Cars Member
    Autodesk 3D Studio Max Autodesk Studio Chaosgroup V-Ray
    Status : Offline
    Join Date: Jul 2005
    Posts: 546
    Images: 6
    haha, no, its not poly by poly, well, if you are a mathematic algoritm, then, you apply...
    haha, well, these speculations are the scent of a forum, where we discuss, aint that great?
    cya dudes


+ Reply to Thread
Page 3 of 24 FirstFirst 1 2 3 4 5 13 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
Sections

Frontpage

Community

Blogs

Gallery

Store
Community

Forum

Spotlights

Specials

Contests

Job Offers
Company

About CGCars

Contact Us

Advertise

Media Kit

Imprint
Social Network

RSS Feed

Facebook

Twitter



Contact | Imprint | Privacy
Admin Mod Archiv Top