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Graphic Manipulation Post and discuss different automotive art works- photoshopped, 3d graphics, and hand-drawn. In association with Soreye.com.
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Old 04-11-2004, 02:47 PM   #1
jajimo
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Not a model in traditional sense


But pretty close


Workspace


Incomplete Enginep

The great thing about the 3D world is that you're not constrained by small peices, glue, and the ability to work with your hands in an accurate manner (although having hands is required). Plus, replacement parts are free =) I'd love to do real models, but I think I lack the skill with my hands =/
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Old 04-11-2004, 03:01 PM   #2
AstroRide44
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Re: Not a model in traditional sense

what is it? computer animation?
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Old 04-11-2004, 03:08 PM   #3
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Heh, premature submission, I had to go back and edit it for more of an explanation =P
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Old 04-11-2004, 06:22 PM   #4
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Re: Not a model in traditional sense

Ye man! make it work in gta and then put it out at a website so the public can use it:P
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Old 04-11-2004, 07:31 PM   #5
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Re: Not a model in traditional sense

Isn't there a place on AF specially for that kind of thread?... That's not really modeling!
Anyway, I must admit I'm very pleased you shared your work here! Incredible!
I'd really like to know how many hours (days? months?...) it took you to create this one. And how many years of hard studies to become able to use the 3D software!...
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Old 04-11-2004, 09:35 PM   #6
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Re: Not a model in traditional sense

yeah, how long??? itz a pretty sweet deal, tho! luv tha engine
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Old 04-11-2004, 09:40 PM   #7
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Re: Not a model in traditional sense

just a little thing u might miss, those discs for the brakes are a little too far back, u might have to redo the wheels to fix the problem, bcuz there is that huge gap inbetween the disc and the wheel
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Old 04-12-2004, 10:48 AM   #8
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To answer the questions:

I've been working with LightWave 3D for several years now (this is what, 2004, I began in... I'd like to say 1999 but it's hard to tell exactly when) and have been using various 3D programs on and off for the last 7 years. These include AutoCAD 2000, Bryce 3D, 4, 5, Poser 4, 5, LightWave 3D 6.0, 3D Studio Max, R3, 4, 5, Milkshape, and Swift 3D. Not to mention the requisite Adobe Photoshop 4, 5, 6, and 7.

The Silvia has been a long term project and was started a little over 8 months ago, although it didn't look anything like a Silvia (especially an S15) until the last 3 months. The entire model up until this point could certainly be done in under 1 month (probably 2 weeks of hard devotion). The reason it has taken me so long is that I have constantly remodeled it, deleting most of the polygons and pretty much starting over from the beginning with maybe 20% of the previous model as a foundation. Originally I had started out with a 3rd or 4th generation Accord model that I had downloaded off some website and started to tweak it, but the problem was that it was split into triangles everywhere so it was difficult to manipulate (if you see the pics, I tend to use rectangles and 4-sided objects since I find them easier to apply smoothing to). On top of that, it was pretty damn ugly and was only really the shell of a car (no engine, no seats, no brake rotors or suspension). I decided that inorder to make the car look more realistic I was going to have to remodel parts of it (mainly the doors, hood, front bumper) but when it came to actually rendering it I found that I had more problems with the geometry than I had expected. This of course lead to more remodelling, and eventually the deletion of large portions of the car (at one point, the entire front and rear sections... only to be followed by the removal of the entire middle section after the previous had been remodeled).

While I enjoy the current model and I think it has a sort of technical "harshness" to it, I plan to remodel the entire thing from the ground up using subpatching or NURMs (modelling techniques) so that it will look more realistic and smooth.

As for the brake rotors: I know they're too far back =P I originally had 18" Fittipaldi Force wheels on there and so they were set back more but I decided to upgrade to Volk Racing GramLights and that moved them further out. It's only a matter of pushing them forward some more =)

(Edit: but it's not really graphic manipulation either!)
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Old 04-13-2004, 12:38 PM   #9
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Re: Not a model in traditional sense

yeah, itz more over graphic creation... work on tha body when u get a chance...then enchance the image so it looks more real! id luv 2 see it when itz done!! btw, that engine kicks ass!
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Old 04-19-2004, 08:39 PM   #10
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Re: Not a model in traditional sense

WOW im inspired. . . .

can i do something like this on VectorWorks or would it be too remedial of a program?

WOW
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