Visualizzazione post con etichetta Computer graphics. Mostra tutti i post
Visualizzazione post con etichetta Computer graphics. Mostra tutti i post
After the last car I wanted to do something a little different, a motorcycle.
Searching troughs the various models I immediately fell in love with the agusta bestiale, a concept body mounted on the agusta brutale.


Being based on an existing bike I've found the workshop manual for references.

For the moment I have modeled some parts of the front fork and brake.

Here's the render:


and an image for reference:


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I'm near the end of this project, I did a test and modeled the air intake, here is the result:

prova5

and the same shot without the air intake:

prova4

This is a little update on the sunset shot:

sunset_3

And the wires for the model:

wire_front

wire_rear

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Last update on the modelling process, the front and the rear lights:

light_front

light_rear


Now it's time for the environment and lighting, I think I'll do two scenes, one more classic with a backdrop, to show the car, and another more artistic; I have some ideas in mind.

I will use as render engine cycles to position the reflection light, and Octane for the final render.

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It's wheels time!

clay5

(the main disk part come from this http://www.blendswap.com/3D-models/v...with-textures/)

And the updated front and rear clay render:

clay3

HI-RES LINK

clay4

HI-RES LINK

I think it's 90% complete, I need to model only the internal parts of the front and rear lights, and maybe add some details here and there.

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This project is about a concept car drawn by Scott Robertson that I found in the book "Start your engines" (another great book to have in your library), here it is the image for my references:



This is my progress: the hull is almost done, the headlights must be re-shaped, but I'm overall satisfied.

front_clay

side_clay

clay1

clay2

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Finally another update for the upper body:

8

7

I'm near to finish the rear parts, and later I'll tweak here and there.

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Finally, the final rendering.
I added some post processing effects using blender nodes, such as glare, vignetting, color belance, etc..

hi-res_composite

Here you can find the work in progress: W.I.P. link

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Updated the textures of the tank:

update5

I lowered the reflectivity of the paint, added rust, leaking and discoloration.

The modulations of the textures were made with project painting in blender, maybe I'll write a mini-tutorial to say how I did it.

In addition, the tracks were darkened considerably, making the overall more homogeneous.

Now begins the post processing stage.

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It's almost finished.

Here's the result of the textures work:

Metal slug textured

I'm not so convinced about the texture of the wall and of the tank (it's too plain), and on the oil slick.

Things to do: dof, post process with the nodes, add some detail.

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Thanks again for the compliment :)

@pbrad: yep, you're right, I used a physically correct render :) My setup is similar to what you can found in the file "Studio render of Nissan Pathfinder", here:
http://www.yafaray.org/download/examples
So thanks to the Emirage for the fantastic set-up.

The environment is finished, here's a clay render:






I took inspiration from one of the last tutorial of Andrew Price (here http://www.blenderguru.com/how-to-create-realistic-outdoor-lighting/) adding a bit of details, and a hdri to to improve the reflections.

It seems over exposed, but adding the texture should fix it.

And here the wireframe as promised:

enviroment wire

The barrels and the shutters were first modeled perfectly straight, and then twisted and ruined using lactice.

I also uv-unwrap all the models that I need:



The next step is the material/texture!

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I started this project for a little contest with my friends, where the theme was "tanks". I immediately thought of the famous and fantastic "partner" of all the matches I have done playing Metal Slug, and I started work immediately.
I was inspired by these images:






The result it's this:

Metal slug clay

Metal slug clay



I also made ​​a turnaround to show all the details (watch it in HD)





Now come the wire render of the tank:

Metal slug Wire

Metal slug Wire

Now, to make a wire rendering it is easier than I thought: first of all you have to give your object a wire material, activating the Z-transparency and setting the z-offset value around 0.02 to 0.03, as in the image:

Wire material

At this point in the same object, add a second material (which will be the base color) and assign it to the entire object in edit-mode. And that's it all!

Rendering the scene, and you will have a beautiful wire render:

Wire

The next step is the environment.

I hope you like it! Stay tuned.

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I want to show you one of the last jobs I'm working on! It is a walker designed by Doug Chiang, founded in the book Mechanika (which I recommend to buy for all lovers of this style).

This is the artwork on which I am inspired:

doug-chiang-standoff

The upper part is almost over, there are only a few details and the back side (not in seeing the design I will have to re-invent entirely)

Spider tank

Spider tank

Spider tank

Spider tank

Spider tank

Spider tank

I think to leave all the object as is for now; I prefer to finish all the parties of the upper body and then I'll add some details and adjust the models consistently with the overall design.

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This is my first object with a complex topology, and the first time I used the uv-unwrapping for the environment.

The scene was modeled in blender 2.5 and rendered using yafaray under the 2.49. Some minor touch in post pro, using photoshop.

Textures are from http://www.cgtextures.com/index.php

Hope you like it

Corvette Stingray

Hi-res pic

Corvette Stingray

Corvette Stingray

Some wip images:

Corvette Stingray W.I.P.

Corvette Stingray W.I.P.

Corvette Stingray W.I.P.

Corvette Stingray W.I.P.

Corvette Stingray W.I.P.

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