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matvara
05-13-04, 02:49 PM
<BLOCKQUOTE>quote:</font><HR> ZBrush 2 is a huge leap forward in speed, performance and technology. <HR></BLOCKQUOTE>

I started to believe that right after I read about new features in Z2. Doors are now opened for more precision modeling, kind of CAD type, with great accuracy.

This car started as a doodle and developed to this model. I had some issues about jagged edges under rendering, so I finally rendered it with C4D. All other is completely Zbrush. The car is all in one piece, except for wheels. I'll put up a new thread with snapshots and some walk-throughs for this model and others. Next time I will try to model from a blueprint and an actual car type.



Thanks for viewing! http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1084484950gbv.jpg
More info here. (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=001651)

BazC
05-13-04, 03:11 PM
That's very impressive! I'll be interested to know how you did it :D

Fouad B.
05-13-04, 05:01 PM
:) Matvara very nice résult!

I think in few month we will see more and more non organiques stuff.

Let users familiarise with all new possibility. but you started well the way.

Frenchy Pilou
05-13-04, 05:36 PM
First of a long serial :cool:
Pilou

Aztec...soljA
05-13-04, 07:10 PM
u must have a logo, make one and put in on the back and front of the car... Its awsome!

aurick
05-13-04, 08:32 PM
The key to clean edges in a ZBrush render is to create your scene at twice the size that you intend to export. Then after your final render, press Ctrl+0 to activate the AA Half display mode. This will export as very clean edges.

aminuts
05-14-04, 02:05 AM
Very cool, Matvara.

Check out Frenchy's car links in the community forum.....there are links to sites with links to plans etc of cars as well as tutorials in other programs...but most could probably be adapted to Z with some forethought.

matvara
05-14-04, 03:12 AM
Thanks for comments and inspiration. You will find some info about this and the future works here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=001651)

Fouad B. Thanks, I like your style and always appreciate your construtive comments.
Z2 offers so many new features which gives great control over box modeling and non-organic shapes and I think it's about high time to start using these new tools and to be honest, it's much faster to model in Z, and one has opportunity to build complex models straight from a simple box, all in one piece and no multimarking. Even the side-mirrors here are attached to the main body!

Aztec...soljA, Thanks, I actually had a logo in front, look at the last pic on other thread. But I wasn't really going to model all details as lights and attachments on the first model, where it was an experimental kind of a doodle. More on next ones, I hope!

aurick, Thanks for the info, I actually used AAhalf and it solved the problem around the shape of the model, but inside depressions I had jaggies I couldn't quite get rid of. Of course it was a realtively low-poly model, around 82K, and I couldn't go higher. Maybe others with better system can solve this by addding more polys.

aminuts, thanks, I would really like to try some blueprints and model something more familiar, so those link will come in very handy. (thanks Pilou!)

TVeyes
05-14-04, 04:41 AM
Excellent car model Matvara :tu: The tires are nice too. I'm not into cars, is it a real world model? Good idea with the extra thread.

You can try using Dsmooth and a higher Dres together with Half size rendering to get rid of jaggies. Also play with the Edge Smoothness if any details get lost.

To get past your hardware poly limit you could try breaking the vehicle into several pieces. When you have the general shape and detail of the vehicle and you cannot increase the resolution anymore isolate the headlights, for example. With only the headlights visible press MakePolyMesh3D, reverse the visibility and press Tool : Geometry : Delete Hidden. Now you can switch to the newly generated Polymesh and detail the headlights much more. Afterwards a single Marker can line up all the pieces on the canvas. You do loose the ability to view the whole model but for making pictures in Zbrush it is perfect.

Frenchy Pilou
05-14-04, 05:35 AM
Hi Matvara
Very cool Tut :tu: and open field :cool:

I retake the links for the speeddy artists :)
Some crazzy links of creator of car design can be found here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=5&t=001312) :)

Crazzy Blue Prints (http://www.suurland.com/)
A fantastic making of (http://www.etereaestudios.com/docs_html/sentinel_index.htm) :eek:
A terrific model (http://www.etereaestudios.com/docs_html/shark_index.htm) :eek:
Have fun modeling!
Pilou
Ps Why don't put a direct link from the Q&T Forum to your final model? :)

matvara
05-14-04, 06:08 AM
Thank you TVeyes, I really appreciate your tech feedback. I did exactly as you said and
I deleted the lower part to spare on polys, it helped a lot, but when I started to model more detail on headlights, then I couldn't top 20K polys, so I stoped, for now. I'm really in need of a better system. Soon! :)
It's not a live model, I just paid more attention at cars out in the city and started to look at them in a more profound way, will try to do a real one next.
On smoothing, it's the worst enemy of precision modeling unless used with discretion and only partial smoothing, that's what I learned from this session. And of course assigning creases and then removing them and placing them elsewhere. I had even some nested creases some places. The same with grouping polygons, regrouping and even merging groups. But the most useful feature was the Cage option which I used frequently, moveing back and forth to and from higher and lower subd's, deleteing both lower and higher when appropriated, and rebuilding them.

My current system: 350MHZ pII, 192 Ram (128+64), 8 MB display.

Thanks frenchy for the links, and a direct link from Q&A is a good idea, I will do that!
:tu:

Abyssis
05-14-04, 06:44 AM
Yes, matvara, cool modelling... but you must be crazy (like everyone here :D :D ), to make it in ZB ;)
The best way is nurbs-modeller like SolidThinking or Rhino and so on... (then can you import it back to ZB)...

If you like, you can look some of my work at:
http://www.stratacafe.com/image.asp?imageID=10559&artistimages=1&killnext=1
http://www.stratacafe.com/image.asp?imageID=11050&artistimages=1&killnext=0
http://www.stratacafe.com/image.asp?imageID=10870&artistimages=1&killnext=0
http://www.stratacafe.com/image.asp?imageID=11517&artistimages=1&killnext=0
http://www.stratacafe.com/image.asp?imageID=13450&artistimages=1&killnext=0
or http://web.telecom.cz/abyssis/ (murcielago)

Abyssis
05-14-04, 06:47 AM
one more 4 matvara:

If you like, I will send you one of my car-mesh to your pleasure and working :cool:

Frenchy Pilou
05-14-04, 07:21 AM
Hi Abyss
You have send twice a same model :D
(2 and 3 lign)
I don't know how somebody can enter in such "low" car :) Maybe some dwarf or hobbit :D
Zbrush will be make the same in a curt time, as soon as all functions will be undertstood :)
Pilou

matvara
05-14-04, 09:56 AM
Hi Abyssis and thank you for the links and your
very generous offer about giving away your model!
It's very kind of you.

There are so many different modeling packages out there and each one presents it's own unique way of doing things and let you choose from different sorts of approaches. I simply prefer the way Zbrush does modeling and I see that somehow it's the future of modeling\texturing, yet it's a very young product.
Give it some time and you will see soon enough!
;)

Abyssis
05-14-04, 10:04 AM
2 Frenchie: eh eh, I don´t understand "low" car, U meant cheap :qu: :D :D
(links repaired, what for sklerosis...)

2 matvara: you are everytime welcome :tu:
(keep posting, keep modelling, keep smiling :) )

Frenchy Pilou
05-14-04, 12:52 PM
Hi Abyss
For me low = a little height = 1.165 m Lamborghini !!! (http://www.autosital.com/article.php3?id_article=862)
So very unconfortable except for contortionist :D
Another one :) (http://www.cgtalk.com/showthread.php?threadid=142597)
Pilou