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Topic: What are you Working on?  (Read 49531 times)

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  • Spline
September 25, 2014, 09:10:06 am
Wow, excellent hard surface modelling - that object looks like it could've been made in Solidworks.  Really clean, precise, and with nice edge fillets.  Keep 'em coming - these are nice to look at.

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  • Vertex
October 01, 2014, 08:08:27 pm
Thank you! :)
One more



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  • Polygon
October 07, 2014, 05:18:32 pm
Ribbed helmet.
« Last Edit: October 07, 2014, 05:20:40 pm by rubberDuck »

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  • Polygon
October 07, 2014, 06:58:39 pm
SsSandu_C would you be so kind to post a zoomed-in wire-frame image of your atomizer's handle? I'm very curious how much geometry it took to model out the engraved text. Did you start modelling the handle outwards from the text geo or combined the text part with the rest of the handle later on?

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  • Vertex
October 07, 2014, 09:25:39 pm
Hi rubberDuck! Modeled the text and the handle part separately and then combined them.


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  • Polygon
October 07, 2014, 10:15:39 pm
Many thanks SsSandu_C. Great work and very nice details! :)

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  • Vertex
November 01, 2014, 11:14:40 am
modeled in the jan release and rendered in marmoset

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  • Vertex
November 06, 2014, 06:28:08 pm


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  • Vertex
November 10, 2014, 07:00:42 am

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  • Triangle
December 19, 2014, 04:25:38 pm
Nvil,xsi,fusion 360,blender

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  • Spline
December 22, 2014, 10:00:33 am
Very impressive mech, Darcvizer!  So many nice high-frequency details to look at, and full of really nice shapes.  There's even some convincing cloth-like material in the left arm and leg sockets, which is a nice touch in an otherwise very hard-surface model.  Just out of curiosity, how many polys are we talking here?  Also, I see that you've used Nvil, XSI, Fusion 360, and Blender - that is quite a lot of software for one model!  Which software packages were used for whichs parts, approximately?  I'm curious, because I'm guessing that you feel certain packages excel at specific tasks?  Specifically, which software did you use for the cabling, curve arrays, and cloth?  I've been using Blender for the curve-driven components lately, because it seems to do quite a decent job and I get on better with the spline editing compared to Nvil.  If I were to offer any constructive critique, I would say that it appears that perhaps too much weight is riding on the ankle cylinders where the foot assembly connects with only a relatively thin piece of rectangular geometry.  :)
« Last Edit: December 22, 2014, 10:12:35 am by JTenebrous »

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  • Polygon
December 27, 2014, 06:54:54 pm
I agree. Very cool mech. Top notch. :)
Are you going to animate it?

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  • Polygon
May 31, 2015, 04:46:11 am
This is part of a larger project and my first model done with Nvil.

Its a WWI Lewis machine gun.



My next step is to uvmap in 3D Coat and texture it with the new smart materials & Physically Based Renderer included in the new 4.5 version which has just been released.
« Last Edit: May 31, 2015, 05:04:58 am by kevjon »

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  • Polygon
June 19, 2015, 10:05:32 pm
After uv mapping in 3D Coat and applying the new PBR textures (in v4.5) heres how it looks.

« Last Edit: June 19, 2015, 10:08:58 pm by kevjon »

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  • Triangle
June 21, 2015, 07:19:04 pm
After uv mapping in 3D Coat and applying the new PBR textures (in v4.5) heres how it looks.