and last thing for the week end, some HyperShot previews... i really like this software, setup in 5 minutes after exporting your different materials group in iges from alias...
Rain Knight: Model is starting to look really nice keep it up, are you still creating theoretical surfaces or are you refining them now?
Rhinoguy:hypershot generally doesnt take long at all, some test renders ive done recently took around 5 mins to import setup and render, only problem with hypershot is its completely shadowed by mental ray and vray in terms of realism,
Rain Knight: Model is starting to look really nice keep it up, are you still creating theoretical surfaces or are you refining them now?
Rhinoguy:hypershot generally doesnt take long at all, some test renders ive done recently took around 5 mins to import setup and render, only problem with hypershot is its completely shadowed by mental ray and vray in terms of realism,
ShazzleCov, actually it's both creating and refining. You always have to rebuild thing many times, actually that's what i do, cause until the whole model is closed, you never know if everything will be class A or not. For example after completing the rear shoulder, i had to rebuild the roof arch to connect everything together. Sometimes you create surfaces, and after projecting curves on, you realize it's completely off....i think i have something like that on the front fender, when i'll project the hood parting line from top view, side view is not matching prints....
About HyperShot, what i like is the ability to get simulated GI really fast. but i won't do my final renders with it...
...for example here is some very draft surface to begin the front bumper bottom....not that easy to do. This surfaces are quite simple (trimmed squares which i'm easily deforming with hull or cv moves) - it allow me to place things in space, check that's it's ok in all views, then i can start building clean surfaces using this as template....
that looks really nice, just lovely surfaces!! I don't like the car as the normal s5, but you'r doing a great job on it to make it more attractive keep it up
When I see your work it seems I open the book of brilliant things. (Simple Minds n.d.r.)
Could you tell, (about the wheel arc squares) if you build them first and keep on patching to the body sides, or start from body sides and then finish with those squares. I'd like to draw on your images to better explain my question, but it seems we can't download images anymore.
Anyway, keep up. Nurbs need you as you need nurbs. (Oh my god)
When I see your work it seems I open the book of brilliant things. (Simple Minds n.d.r.)
Could you tell, (about the wheel arc squares) if you build them first and keep on patching to the body sides, or start from body sides and then finish with those squares. I'd like to draw on your images to better explain my question, but it seems we can't download images anymore.
Anyway, keep up. Nurbs need you as you need nurbs. (Oh my god)
Yes you can download ..... I open in anather window then right click and save as
When I see your work it seems I open the book of brilliant things. (Simple Minds n.d.r.)
Could you tell, (about the wheel arc squares) if you build them first and keep on patching to the body sides, or start from body sides and then finish with those squares. I'd like to draw on your images to better explain my question, but it seems we can't download images anymore.
Anyway, keep up. Nurbs need you as you need nurbs. (Oh my god)
see picture :
i'm starting with red squares : 1, then 2 and 3, with common edge betw 2 and 3 curvature connected. i'm adjusting green curves to make it look nice (esp on the fender to have symmetry in zebras)
then i'm building red curve with degree 4, and i constraint it with curvature on the edge of square 1. The degree 4 is important cause i got 2 cvs constrained by curvature, and one cv left to tweak the shape on the other side.
i can then build square 4 (with curv connection on 1 and 3 edges), then 5 with curv connection on 1 and 4.
what is reaaaaaaallly important is that when you build squares, you turn on Explicit Control, keeping u and v degree at 5 maximum. If you can't achieve continuity like that, then surrounding and green curves are not clean enough...
i'm starting with red squares : 1, then 2 and 3, with common edge betw 2 and 3 curvature connected. i'm adjusting green curves to make it look nice (esp on the fender to have symmetry in zebras)
then i'm building red curve with degree 4, and i constraint it with curvature on the edge of square 1. The degree 4 is important cause i got 2 cvs constrained by curvature, and one cv left to tweak the shape on the other side.
i can then build square 4 (with curv connection on 1 and 3 edges), then 5 with curv connection on 1 and 4.
what is reaaaaaaallly important is that when you build squares, you turn on Explicit Control, keeping u and v degree at 5 maximum. If you can't achieve continuity like that, then surrounding and green curves are not clean enough...
great explanation.
i like to see some more technical details on how you build it rather thans just words of praise
this helped me a lot in my nurbs thinking process
i like to see some more technical details on how you build.
Yeah, exactly what I talking about, thanks for the expalnation and yes, you could go more teknikal. I could pay for.
Since I was "enveloped" in Nurbs, I've always looked for those "bomb" / "flared" surface around front wheel archs, gently flowing around the almost plate / straight strip of the opening. Think about Bmw Z3, or the rear wheelarch of the Veyron. (w/o godd results). Then I see your work and I feel stupid.
Anyway, to all Nurbs and wheelarch issue lovers, on the autodesk site, under Tutorials, there's a really good video called "washout"
exaustive, clear and complete, about the creation (just said) of a M3 kinda wheelarch, and the washing out the caracter line of the shoulder into wheelarch surfs.