Thursday, 29 September 2016

Crooked shapes

Not everything can be done by hand especially when trying to place vertices in the right place. I learnt that if I'm not using the right workflow it can cost a lot of time placing the vertices in the right place so I don't get wonky reflections when I preview subdivsions.
Here is a clear example. While the topology may seem almost fine already I am getting pretty bad reflections when previewing subdivision.



To avoid this issue and save time I used a nurbs surface and the n like a cookie cutter I made the surface live and drew the ideal topology over it. I noticed for this method I was using more polys but it didn't cost so much time due to a neat base to work with,




I am currently facing the same issue on my side door and plan to use the same workflow to fix the wonky reflections on the side.

Monday, 26 September 2016

Day 5

End of Day 5 and 63 days left on the competition. Thanks to my friends solid feedback I have approached this vehicle entirely different to my previous car models. Unlike my older vehicles this one has a much higher poly density and I am trying to maintain continuity and cohesion throughout the topology for the whole piece. Making sure each meshes are a part of the edge flow of the adjacent meshes. Slowly taking my time with this one.

still some bits to fix here and there but later when I extrude in the edges of the vehicle on the final touches.

While modelling this vehicle I've decided to use a Phong material to observe the reflections. I also converted all my edges to hard edges so I can specificly where each vertice is and how it effects the overall form and shape. Going back and forth and stuff.

I've decided to revisit the door. I need to make sure its topology flows adjacent to the piece in front of it. I don't mind spending time tweaking a lot of vertices.

I realised I need to spend more time on curvy like shapes compared to flat hardsurface shapes. This vehicle is very aerodynamic and so a lot of tweaking on the curvy shapes.

(sorry for bad english)

















Thursday, 22 September 2016

Topology study


Figuring out topology on the front skirt


Day 2

End of day 2 on this vehicle. Some areas I have to fix up But I'll leave that till after I'm done with the basic blocking. Personally I want to take my time with this vehicle and not rush it. I'm thinking of spending 2 weeks on this thing and then move onto environment. I feel like 40% is going to be spent on the environment and then 60% on environment. 

66 days left on the competition.


Some of the areas here are pretty funny looking when I turn on subdivide preview. I gues thats due to the topology. Personally I hope I find a good solution later.


still a lot of things to figure out.


Wednesday, 21 September 2016

Day 1 basic Blocking.

Done for the day. Figuring out the basic forms and adding in geometry where needed. Gonna start working on proper topology tomorrow.




Composition for Competition


So here is my idea for the shot of what I want to place in the shot,


Decided to change the camera a little. Moved it up and tilt the camera up a little.

Arnold Render

Trying to get a similar result in #arnold to the one I did in #renderman. Reason I transfered to arnold was for the sake of maya2017 and the fact a couple of studios here in Australia use it. I'd like to work anywhere that speaks english but personally I don't wanna leave home...

I don't think I couldn't have gotten this far without a tone on both these rendering engines. I still have stuff I can refine for this test but I'm gonna start on my competition tomorrow. I feel I've been able to gain just enough information of the render engine for this competition. Tomorrow I'm gonna do a previz of the shot to illustrate and then start working on the Aston Martin DB11 #Humster3D