Not there yet? Post your work in progress here to receive feedback from the users.
User avatar
By Hervé
#204071
cool extinguisher... is that the name...? did you made it in Rhino..? :wink:
User avatar
By Tim Ellis
#204075
Fantastic progress Max. Your modeling is spot on. 8)

Tim.
User avatar
By Maximus3D
#205023
tokiop_ Thank you :) the carpaint shader on the toolbox was just a temporary material i slapped on to get a render outta Maxwell, so there's no time wasted on setting up anything fancy there, sorry. Those tools renderings higher up the same page were all textured and rendered with Modo as at that time i were unable to transfer the models with preserved UV's out of Modo. Now i found another way.. :)

Hervé: Hehe thanks :) and yeap i think it's spelled like that even tho i admit i also suffer from problems spelling that word right. Damn tricky words.. :D it probably ain't much easier to spell in french either.. yup these two latest models were built in Rhino.

Tim: Thanks! :) i do wish it was spot on as you say, seeing your work and others i know i got a long way to go until it's 100% accurate down to the latest molecule in detail hehe

One rather quick scene setup and ugly rendering outta Maxwell, a studiosetup with 3 emitters.. materials are swiftly made to get something rendered. It been rendering for 6 hours on lowpriority during the night..

Image

/ Max
User avatar
By NicoR44
#205024
For a quick set-up I have to say that I do like the red material Max.
By yadikrisnadi
#205038
Hi Max, its so detail and nice too.
User avatar
By thxraph
#205043
Hey Maxster, this is really nice ;) as Mihai said, maybe the rubber can be a bit more reflective, btw, i love the metal parts

looks like the right one rubber make a collision with the left one

cheers,

Raph
User avatar
By tom
#205053
Stunning details! :o
User avatar
By Maximus3D
#205058
Nico: Thanks, well yes the materials and scene setup are all real quick as i put this together at around 4am in the morning heh.. which is why i didn't pay that much attention to what they looked like in super detail, just wanted to try to get a approx material testrender out.

Mihai: Thanks :) yeap you're right, the rubbermaterial needs to get some more attention, which it did now.. i hope the updated material looks better. And i also tweaked the others further and toned down the metal material which stood out too much in the previous rendering.

yadikrisnadi: Many thanks :)

thxraph: Hiya and thanks! :) rubber been taken care of, and the metal parts too. However the model needs a big label now on the tank itself. That one i'm not quite sure how to do.. to get it to look good i mean. About the collisions there, i doublechecked the mesh and they're not intersecting, it's just a really thin mesh there in a area and it could be that which causes these issues. To me it looks right.. but then again , i could be a blind fool :D

Tom: Hehe, thanks! :D

Another update is getting chewed down now by my puter, same lightsetup but with tweaked materials and a Arroway floor from the included mxm's that came with Maxwell. It's still rendering here but i post a shot now and then update it later today..

Image

/ Max
Last edited by Maximus3D on Sun Jan 14, 2007 7:00 pm, edited 1 time in total.
User avatar
By DrMerman
#205059
Ha! Thats awesome Maximus! :)
By Polyxo
#205066
Hello Max,
that's interesting work indeed! I'd be very curious to see some samples of your hard-surface Nurbs models converted to clean meshes via MOI. Even more interesting, if you found the time for a bit of further processing inside ZBrush or the like. Maybe adding some random irregularities, bumps or also a complex (3D) logo based on a bitmap - simply those things which traditionally are much harder to accomplish inside a Nurbs-Modeler. I personally believe, that this workflow (start with Nurbs- convert to clean meshes - add detail with subd. or displaceement) could make more sense, for visualizing many technical items, than to create them entirely with Subdivision-Surfaces.

Holger
User avatar
By Maximus3D
#205100
Doc: Hehe thanks :) but i noticed i'm still lightyears from your scary precision modeling skills.

Polyxo: Thanks Holger :) yes the workflow for successfully converting nurbs to nice clean editable poly/quad based meshes is something i been spending several days now into finetuning and also cooperating closely with Michael Gibson (developer of Moi3D) to help him optimize and tweak his mesher into a good solid one. He done a outstanding job optimizing it and finetuning Moi so it now converts your models into polygonal objects with far more accuracy. But there's still work left to do until it's solid enough for a release.

About bringing exported nurbs models into apps like Zbrush/Mudbox is still a bit of a issue due to models having both ngons, tri's and quads all in the same mesh. Zbrush can't handle that but maybe Mudbox can, it'll be investigated..

What i been looking into is getting the meshes exported with as much quads as possible and also to get as light meshes as possible so they can easily be UV mapped, textured and animated. Getting all that requires some work but in the end i believe it's gonna be all worth it. :) the tests i been running are promising..

/ Max
User avatar
By Hervé
#205168
very cool render Max... all good.. :D :wink:

So, is this a known issue?