Aces High Bulletin Board

General Forums => The O' Club => Topic started by: Grayeagle on July 26, 2009, 01:51:50 PM

Title: 3dMax10 fun :)
Post by: Grayeagle on July 26, 2009, 01:51:50 PM
Hiya;

refreshing my skills in 3dMax, what better way than building a concept of what I would like to see in a new Corvette :)

Parameters I wanted were: 100" wheelbase, big enough tires to hook it, retro styling cues, ..and ..Vette DNA thru and thru.

3 days into my test mule:

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVette2front.jpg)

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVette3front.jpg)

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVetteback.jpg)

Yassir .. them tires in the back are 14" wide by 32" tall.. it's all about contact patch, and you could bolt on some huge slicks to handle anything you wanted to do up front for Horsepower :)

I had to have my deep-dish, 5-spoke 'old school' look, fits with the side coves very well :)

-Frank
Title: Re: 3dMax10 fun :)
Post by: Ex-jazz on July 26, 2009, 03:32:15 PM
WOW!

Very nice 3D model. The details & materials are looking good.

IMHO the 'cockpit' is too large, which is making to the nose looking stubby for big engine.

Good job  :aok

(edit)
Almost forget to ask, how many vertix & faces is has?
Title: Re: 3dMax10 fun :)
Post by: Enker on July 26, 2009, 06:26:27 PM
My only peeve about owning a car like this is that there are no pop-up headlights, like in the 1970s. Those just looked wonderful in any of those cars. Maybe we could bring back the past?
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on July 26, 2009, 06:46:53 PM
thanks .. 15k triangles atm..  motor would fit just fine ..the vette tranny is in the back these days.

Need big doors to get *into* the car, unlike the 80's C-4 (which I cant even get in due to pillars being too close)

still gotta lot to do in interior, no seats in it yet altho dash and floor are in

pop up headlights just arent in yet .. no panel lines yet ..no panels :) .. the lights you see are turn signal and fog lites :)

-GE
Title: Re: 3dMax10 fun :)
Post by: Enker on July 26, 2009, 07:00:43 PM
Ohhhhh yeeesss!
Title: Re: 3dMax10 fun :)
Post by: DREDIOCK on July 26, 2009, 08:55:49 PM
Thats the nicest looking Vette I've seen in 40 years  :aok
Title: Re: 3dMax10 fun :)
Post by: mensa180 on July 27, 2009, 02:39:22 AM
Looks nice, can't wait to see it thoroughly rendered.
Title: Re: 3dMax10 fun :)
Post by: Denholm on July 27, 2009, 03:07:35 PM
Amen!
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on July 28, 2009, 01:39:49 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVette2-1.jpg)

Refining, playin with textures, lookin more Vette-like

-Frank
Title: Re: 3dMax10 fun :)
Post by: Enker on July 28, 2009, 03:11:00 AM
It looks amazing. Better than most cars you see nowadays.
Title: Re: 3dMax10 fun :)
Post by: Die Hard on July 28, 2009, 05:32:58 AM
Cute. Almost looks like an Alfa 8C.
Title: Re: 3dMax10 fun :)
Post by: mensa180 on July 28, 2009, 05:38:11 AM
Needs chrome, chrome makes things go faster.  Stickers too.
Title: Re: 3dMax10 fun :)
Post by: Hajo on July 28, 2009, 06:48:23 AM
Cragar S/S wheels.....best looking wheel ever designed.  I had a set of Cragars on an all black 78 trans AM I was fortunate enough to own.
Title: Re: 3dMax10 fun :)
Post by: mensa180 on July 29, 2009, 10:51:33 PM
Show us the wire frame/mesh, you know you want to :).  Poly count?
Title: Re: 3dMax10 fun :)
Post by: WM.Pappy on July 31, 2009, 12:22:33 AM
Very nice vet, I like the old school look.

old school cars are better, todays cars are junk.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 02, 2009, 05:44:07 PM
Deleted the 'old' ..man I dove head first into Mental Ray in 3dMax 10 ..basic Max textures have 8 shaders to play with .. mental ray ..holy COW ..some have 50 or more! ..so I been playin:

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVetteback2.jpg)
LOL .. pay no attention to the mirrored goodyear text ..man there's always somethin yanno?

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVetteleftfront.jpg)

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVetteback-1.jpg)

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVetterightfront.jpg)

..usin the 'daylight' system along with Mental Ray textures ..I love the fill lighting and ..well .. all of it :)

-GE (I wanna climb in and fire that baby UP!!
Title: Re: 3dMax10 fun :)
Post by: Enker on August 02, 2009, 05:49:07 PM
That is a beautiful blue on that car.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 03, 2009, 01:54:44 PM
replaced earlier pix with the backwards text (copy-rotate 180, not mirror object!) ..then went after a Cherry Red ..man .. you can almost taste the cherry in that red :)

And of course .. a black one. Black is highest selling color on a vette and has been for awhile.

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: Denholm on August 03, 2009, 02:05:35 PM
Alright, stop slobbering over your creation and start talking with GM. It's time to drive this baby! :cool:
Title: Re: 3dMax10 fun :)
Post by: Shuffler on August 03, 2009, 05:19:50 PM
I used to dabble with POV-Ray. Had a lot of time and fun back then.
Title: Re: 3dMax10 fun :)
Post by: mensa180 on August 04, 2009, 05:17:50 AM
wow nice work GE.  I'm struggling to make a P-51 in 3dsmax myself, can I PM you for some tips/help?
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 04, 2009, 10:28:09 AM
It's interesting that you ask that Mensa:

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVette_Stang_rr.jpg)

I actually plugged in data to the 'daylight' system in 3dMax for 10am, Phx AZ, Aug 3rd to calculate the lighting of this scene. Imported my P-51D model from years ago, changed materilals to 'mental ray' then applied the texture maps of the original model over them .. man she looks 'good'!
All the materials in the scene are built from lighting properties data that is plugged into mental ray from actual stone, concrete, chrome, aluminum, etc .. what I do is tweak 'em to get color-consistency-pattern I want.

The difference between the models is night and day. The vette is more than 3 times the polygon count of the Mustang :)

-Grayeagle aka Frank
Title: Re: 3dMax10 fun :)
Post by: Denholm on August 04, 2009, 10:32:51 AM
Wow, that looks amazing!
Title: Re: 3dMax10 fun :)
Post by: MotleyCH on August 05, 2009, 05:47:55 PM
Nice work as usual, GE   :rock

Can you model a A-26 for HTC?  :cool:

 :salute
Title: Re: 3dMax10 fun :)
Post by: Hajo on August 05, 2009, 06:28:18 PM
Love the scallops....gives it an old school Look.
Title: Re: 3dMax10 fun :)
Post by: Reschke on August 05, 2009, 08:34:01 PM
Yep I love the look that you are going for there. Love the scalloped parts behind the wheels that are 50's retro for the vette. I wonder what it would take to get that body made up and mounted onto an existing vette chassis? That would be a sweet look to see in real life.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 08, 2009, 05:17:28 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_newVette_Stang_side.jpg)

Spent today riggin the car .. front wheels turn with steering wheel an such .. just way too much fun :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: MotleyCH on August 08, 2009, 07:02:01 AM
Sweet :aok
Title: Re: 3dMax10 fun :)
Post by: mensa180 on August 09, 2009, 07:20:37 PM
Fantastic work!
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 09, 2009, 11:04:58 PM
Glad yas like it :)

Workin on a roadster atm .. just diggin the '32 hi-boy type, so it's one I would drive :)

Will post a pic when I get done, good lookin channeled roadster shape so far tho ..the blown Hemi is a polygon hound :)
Already over 50k polys, and most of that in the motor, as it should be :)

-GE
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 11, 2009, 11:06:41 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/concepts/FPW_hiboy_roadster_leftf.jpg)

Concept inw atm ..

..Still a lot to do on it, but proportions are lookin good and makin the headers was *fun* !! .. created lines with smooth vertexes, typed in diameter of 1.75" (cause that's a good header diameter for a 426 Hemi :) ..turned on visible in viewport ..when they were all laid out and clear of everything, and into the 4" collector, 'create mesh' .. bingo! .. Headers :)

The 'proboolean' operation creating the holes in the front axle worked a heck of a lot better than booleans used to, not much cleanup afterward at all ..beveling the edges worked also :)

Then there was 'select edge, loop, create shape from edge' to make the cockpit liner, hood opening liners. *That* is neat, makes a tuff modeling procedure just a few clicks :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: Hajo on August 12, 2009, 10:21:43 AM
GE I'd drop the headers a bit.  I'd be afraid the exhast would harm the paint...or the door hits the collector.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 13, 2009, 02:06:42 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_hiboy_roadster_leftrear.jpg)

Paint these days is pretty tuff :) Was thinkin of a stainless steel plate tho.

Door isn't anywhere near the headers as the frame is channeled ..lower edge of door is above and a bit to the right of that pix from left rear.
Carvin the louvers in the hood was fun today :)

(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_hiboy_roadster_leftf_withtop.jpg)

-GE
Title: Re: 3dMax10 fun :)
Post by: mensa180 on August 13, 2009, 04:46:27 PM
You use turbosmooth or a different one? 
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 14, 2009, 04:02:41 PM
I havent used turbosmooth at all, or any of the smoothing modifiers.
They pretty much destroy the outline of the object I work with.

I use extended primitives to create chamfered objects, can type in how much fillet I want and such :)
.. those work awesome for building a model.

I usually draw an outline in side view of what I want to build using the line tool ..then just go for it.
The roadster basic body shape was pretty easy ..began with a chamfered box, applied a 4x4x4 lattice modifier, and just bent and tweaked it into the shape I wanted :)

The details of the model are what takes time .. lotta bits an peices in that front end based on lookin at real hot rods.
All the peices are there for a real hot rod to work :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: mensa180 on August 14, 2009, 04:30:24 PM
I know it will probably destroy the image of the piece, but could you apply turbosmooth to all objects in your model and post it for kicks?

I'm really new to 3Dsmax and even simple things amuse me.  I think my first half hour was spent making different shapes with boxes and then turbosmoothing them :lol.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 15, 2009, 02:19:32 AM
-grin- .. it just blobs them out :)

Tell ya what .. if you really want to 'get into' Max .. get a decent book fulla tutorials, go thru em step by step.
They show you what the tools can do, then imagination takes over. I do a tutorial and next thing I know I am foolin around with makin shapes from edges (the rubber and chrome trim bits on the roadster) .. on the vette I even have the steering wheel turning the front wheels .. and vice versa .. fun with controllers :)

-Frank aka GE (has barely scratched the surface .. even made a button that applies alla controllers to an object ..Max script *rocks*)
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 17, 2009, 04:21:19 PM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_hiboy_frontsusp_wire.jpg)

Fun with layers in photoshop :)

-GE
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 23, 2009, 08:39:46 PM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_hiboy_frontsusp_coils_rt_ft1.jpg)

Lense effects to add a bit of sparkly .. more detail on the motor, the throttle linkage actually works usin the 'bones' system to open the butterflies :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on August 25, 2009, 11:02:15 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_hiboy_frontsusp_coils_rt_ft1-1.jpg)

Todays desktop :)

More detail in the Hemi, remade the blower belt usin a spline for main belt shape and belt teeth constrained to follow the path :)
*bingo* ..animated belt :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 03, 2009, 03:14:10 PM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_bloorod_rt_ft.jpg)

Todays desktop :)
A lil photoshop sparkly and I removed the rear fenders ..just dint fit the hiboy look I am after :)

Mebbe motorcycle style fenders?

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: mensa180 on September 06, 2009, 01:08:14 AM
looking great
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 07, 2009, 04:29:48 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/ericj3_1.jpg)

Faces in Max10 depend on reference, just as any other modeling project :)

(My son Eric ..'e's a bit of a hairball like his dad :)

-Frank aka GE
Title: Re: 3dMax10 fun :)
Post by: mensa180 on September 07, 2009, 11:17:11 AM
So you took profile and front/back shots or?   How did you get them to scale/line up correctly?  That would have to be some precise cropping.
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 07, 2009, 12:14:03 PM
The beauty of Max is there is always more than one way to do something :)

Max has a Viewport display option setup that kinda goes like this:
Select Front viewport
Display Background
File: browse and <select image>
Match Bitmap
Lock pan and zoom

Or .. the way I did it :)

I mapped a planar object with UV coordinates
    match bitmap selected and scaled for fit
Applied the front face shot to it as a diffuse color bitmap
Went to object properties and turned off 'receieve shadows'

Same for side view.

Same way I do a plane, etc.
A good template makes it easier by far.
You can flip thru the views without worrying about 'losing' or fighting with your front background view,
full screen viewport all the way, even perspective views.. no problem.

-Frank aka GE
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 09, 2009, 02:30:19 PM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_bloorod_rt_ft_hisets2.jpg)

Whew .. cut the doors in, set hinges, reduced reflection scatter and cranked up reflection settings to render.
13 hours to render .. awesome chrome effects tho :)

-Frank aka GE
Title: Re: 3dMax10 fun :)
Post by: MotleyCH on September 12, 2009, 10:15:02 AM
(http://i138.photobucket.com/albums/q260/1grayeagle/GEart/FPW_bloorod_rt_ft_hisets2.jpg)

Whew .. cut the doors in, set hinges, reduced reflection scatter and cranked up reflection settings to render.
13 hours to render .. awesome chrome effects tho :)

-Frank aka GE

That car looks good, too.

 ;)  Very nice, GE   :rock
Title: Re: 3dMax10 fun :)
Post by: Denholm on September 12, 2009, 10:30:16 AM
Indeed. Fascinating detail.
Title: Re: 3dMax10 fun :)
Post by: moot on September 12, 2009, 07:24:45 PM
How does that windscreen reflection work, in the last render?
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 13, 2009, 01:48:50 AM
It's a tree lined road, new asphalt, .. so the tree out of camera view in front of the car is reflected in the glass of the hotrod.

Mental Ray is the name they give the renderer these days ..it does some interesting things making light and reflections look pretty decent.
The grill is what took a big chunk to render .. all those chrome strips with reflections coming from all over :)
But it's something I would build the way I would do it.

It actually traces how many times a ray of light (or photon) bounces ..and you can set the limit.
Lower number of bounces means poorer reflection quality .. I used 6.
Scatter is also adjustable .. at 0.05 I got the previous renders faded off almost 'brushed metal' look to the firewall.

I liked how it looked at zero scatter .. a mirror finish.
That's how I'd like it ..chrome plated so it reflects the back of that Blower and the Hemi it sits on.

I still have some detail to do on it ...just been takin a break last couple days runnin in WoW :)

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: moot on September 13, 2009, 09:12:17 AM
But how do you get the P-51's tail to show up in that reflection?
Title: Re: 3dMax10 fun :)
Post by: Grayeagle on September 14, 2009, 03:48:16 AM
ahaa .. I see what you mean moot .. the window glass on the hotrod also refracts light .. bends it a little when you look thru it at an angle.
So what you get from Mental Ray is actually a very good approximation of what real glass would do, bending the image (light) behind it when looked thru from an angle.

-GE aka Frank
Title: Re: 3dMax10 fun :)
Post by: moot on September 14, 2009, 02:20:09 PM
I see, thanks :)