ZBrushCentral

My Max project- Updated with Wireframe 11-07-02

I’m 12 weeks into a 3DS Max course at college, and this is my latest project, so far, I believe I’m pretty much done with it.

Any criticism, constructive or otherwise, would be welcomed.

Many thanks!

<font color="#949494" size=“1”> November 05, 2002 Message edited by: Nikko </font>

<font color="#949494" size=“1”> November 08, 2002 Message edited by: Nikko </font>

Really nice work. The modeling is well done and consistent in style. I like it.

My only thought would be maybe having staples or screws or nails holding up the letters on the sign. But I think that’s just an idea, definetly NOT a crit.

Very cool. :+1:

Nice modeling. I like the wall texture especially.

I was wondering why the nuts and bolts on the workbench were blue and yellow, however the ones holding the tray to the table legs were metalic?

Also, how is the tray held in place? What I mean is that it appears to be through bolts, but there are no nuts threaded on the bolts visible on the inside of the tray.

Visionary :smiley:

The colors and style is well done. I think the silver bolts should be there, it shows that the toy set was created by adults, and made to last, but the blue bolts were intended for children to play with.

You might want to add some ‘twist’ to the bolts so they look more reaslitic.

<font color="#949494" size=“1”> November 04, 2002 Message edited by: Downwrdspiral </font>

I would say that first off, since most baseboards are usually around 3-4" tall, that would make your overall bench quite short, unless it is supposed to be a toy, (which may well be considering the color and modeling of the tools).
Also, although computers do very nice reflective surfaces, one of the downfalls of most new modelers is that they make everything in their scenes way too shiny. The floor is way too shiny…tone that down quite a bit for more realism. You may consider using a nice bump map to accentuate the wood texture on the floor too.

Loqutos

Thank you all for replying with such good suggestions and compliments. I heeded the advice, lowered the sheen on the floor, and lowered the “noise”(actually a cellular) on the plastic, and was much happier with the results (got a perfect score on the project!) :eek:

Here’s a close-up of most of the tools on a different background. Downwardspiral, that wonderful jpeg compression all but wiped out the threads on the screws in the zoomed-out pic. You can see them better in this pic. The method I used to make them was almost identical to Pixolator’s Zbrush bolt tutorial from WAY back when, I just did it in Max instead.

Anyway, thanks again, one and all :cool:

…and here’s the final updated pic.

<font color="#949494" size=“1”> November 05, 2002 Message edited by: Nikko </font>

That’s really cool, i’m not surprised you got a perfect score, my son would love one of these!
:+1: :+1: :+1: :+1: :+1: :slight_smile:

that is some cool modelling. How was it done, SDS or nurbs or other.For future reference The reflections could be blurred a bit, but I know how that adds up the render time by about a gazillion hours.

hitch2, I used very little SDS on this project, just the screwdrivers if I remember right. They were a lathed spline, then MeshSmoothed. The bins, legs, table top and tray were booleaned from simple boxes and chamfer boxes, the vise handle was a modified cylinder, the knob a modified sphere, and everything else was spline modeled with a bunch of extruding, chamfered edges, and very carefully applied smoothing over converted editable polygons.

I used quite a bit of boolean union and subtraction. The pure evil of that operation can be tamed if used carefully. Here’s a wireframe for better understanding of what I did. I learned an awful lot on this project.

Goog job and cool pics.

:slight_smile: :slight_smile: :slight_smile: