| 3D Work in Progress: High-End Projects done with professional/highly experienced modelling, texturing & lighting |
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03-07-09, 09:47 PM
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#81
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CGCars Member
Join Date: Jan 2006
Location: Australia
Posts: 192
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outstanding work!!!!
on the engine, those older engines are fairly round, they are just chunks, where as newer block are slimmer and have more ribbing
the two picture attached are a ford blocks. the rounder one is a 302 windsor (i think, it could be a clevo, i can never remember if it was the windsor that had the built in timming chain cover or the clevo) and a new ford Modular block. if you look at any block from that time, 440 dodge block, SBC they are very round compared, becuase they get their strength from their size, and new ones have those ribbing to get strength.
once agian GREAT work!
Tom
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04-07-09, 02:59 PM
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#82
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CGCars Member
Join Date: Sep 2008
Location: San Mateo CA
Posts: 286
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Hey Tom, thank you very much mate, your comments are always a great motivation. And I tought I knew something about engines...
Here, a bit of work on mental ray settings and a cleaner shader, I hope it will enhance the observation of the mesh, critique will be easier too!
I didn't notice that you can expand the window with the attachement system, awesome, do that with these renders they are huge.
Cheers!
Last edited by LuisNieves; 04-07-09 at 03:04 PM.
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04-07-09, 03:15 PM
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#83
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Join Date: Apr 2006
Location: Online, all the time
Posts: 7,159
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clarification: the top of each weber is usually filled with a mesh grille (each individual tube). otherwise, i like where this is going
regards,
rodder
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04-07-09, 05:48 PM
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#84
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CGCars Member
Join Date: Sep 2008
Location: San Mateo CA
Posts: 286
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Quote:
Originally Posted by rodderworld
clarification: the top of each weber is usually filled with a mesh grille (each individual tube). otherwise, i like where this is going
regards,
rodder
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Ooh yeah yeah, tks for the suggestion there is several styles and types of webers for these cars, even more with the making of replicas.
The grid could be a fancy detail I'll think about it, but is more common in new parts buited by manufacturers like inglese.
By the way if someone is looking for v8 webers look for inglese webers in google, lots of great refs.
Cheers!
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04-07-09, 06:46 PM
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#85
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CGCars Member
Join Date: Jul 2005
Location: Germany
Posts: 1,340
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what i mean is, that sometimes, specially on lager simple surfaces, your bevels fade uncontroled into the mian surfaces.
@tom: i get what u mean. the older the part that more unprecised the design is. but what i mean is, does not matter that much if old or jung, a bevel is done by a hard metal toll that has a kind of minimum surface rules. and bevels never float uncontrolled into main sufaces.
hope u get what i mean
thx
greetz
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04-07-09, 07:44 PM
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#86
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CGCars Member
Join Date: Sep 2008
Location: San Mateo CA
Posts: 286
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Quote:
Originally Posted by lookdown11
what i mean is, that sometimes, specially on lager simple surfaces, your bevels fade uncontroled into the mian surfaces.
@tom: i get what u mean. the older the part that more unprecised the design is. but what i mean is, does not matter that much if old or jung, a bevel is done by a hard metal toll that has a kind of minimum surface rules. and bevels never float uncontrolled into main sufaces.
hope u get what i mean
thx
greetz
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Tks for the feed back again mate, I think I know what is what you are looking out of place, my wires are following the same behavior than nurbs, in maya 2008 and 2009 this is a new feature, not sure if you know it.
You can see you wires smooth in viewport using level 1, 2 and 3, the same way that you smooth nurbs. Another feature of 2009, You don't even have to smooth your mesh to render!.
Here wires in level 3 and 1.
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05-07-09, 04:31 AM
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#87
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CGCars Member
Join Date: Jul 2005
Location: Germany
Posts: 1,340
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if u mean smooth preview, than i know what u mean. and in my oppinion, having this tool as modeling feature, is exaclty what maks some of this parts lose its quallity.
greetz
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05-07-09, 04:59 AM
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#88
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CGCars Member
Join Date: Sep 2008
Location: San Mateo CA
Posts: 286
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Quote:
Originally Posted by lookdown11
if u mean smooth preview, than i know what u mean. and in my oppinion, having this tool as modeling feature, is exaclty what maks some of this parts lose its quallity.
greetz
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Well you are probably right, is a matter of taste, I can smoth my wires in level 1 and I will have beautiful meshes linealy and proportionally perfect, but I like to keep my poly budget in a middle range.
Last time I checked you were using maya 8.5, if you want to give it a chance you can find this zzToggleSubDee tool for that version of maya, is a mel script no that hard to find, you can navigate on levels 1,2 & 3, but you can not render your low poly mesh. If you want I have a copy that I can send you. Tks again man your feedback is highly appreciated here.
Cheers!
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05-07-09, 05:08 AM
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#89
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CGCars Member
Join Date: Jul 2005
Location: Germany
Posts: 1,340
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well, not sure what u checked. but i donīt use 8.5 since a long time.
and neverthen less it does not matter if 8.5 or 2008 oder 2009 or what ever trendy smooth tool.
My only point is that people tend to NOT pay that much attention to basemeshe quallity because they think, they can cover that issues with any kind of smooth. Never said u should not have a rough version ^^ i just said that your rough unsmoothed mesh surly hase some probs, otherwise the smooth would not generat that incorrect areas. in my op, it is less a matter of tase, it is a matter of time, laziness and quallity
but like i said, just my op so we should stop at that point.
thx
keep it up
greetz
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05-07-09, 06:04 AM
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#90
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CGCars Member
Join Date: Sep 2008
Location: San Mateo CA
Posts: 286
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Quote:
Originally Posted by lookdown11
well, not sure what u checked. but i donīt use 8.5 since a long time.
and neverthen less it does not matter if 8.5 or 2008 oder 2009 or what ever trendy smooth tool.
My only point is that people tend to NOT pay that much attention to basemeshe quallity because they think, they can cover that issues with any kind of smooth. Never said u should not have a rough version ^^ i just said that your rough unsmoothed mesh surly hase some probs, otherwise the smooth would not generat that incorrect areas. in my op, it is less a matter of tase, it is a matter of time, laziness and quallity
but like i said, just my op so we should stop at that point.
thx
keep it up
greetz
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Hey Man I didn't mean to be rude at any point, I'm just trying to be helpfull, Every time I write something I'm thinking in the people that can take advantage of these arguments. I think you are a great artist and I really respect your work.
Cheers!
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