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:
and the same shot without the air intake:
This is a little update on the sunset shot:
And the wires for the model:
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Last update on the modelling process, the front and the rear lights:
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!
(the main disk part come from this
http://www.blendswap.com/3D-models/v...with-textures/)
And the updated front and rear clay render:
HI-RES LINK
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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Finally another update for the upper body:
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..
Here you can find the work in progress:
W.I.P. link
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Updated the textures of the tank:
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.
It's almost finished.
Here's the result of the textures work:
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:
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:
I also made a turnaround to show all the details (watch it in HD)
Now come the wire render of the tank:
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:
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:
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:
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)
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
Hi-res pic
Some wip images:
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