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YOKOHAMA

Posted: Fri May 07, 2010 6:00 pm
by dag
Alright, my first proper model. This was no easy object to start learning blender/indigo/modelling in general with, but I learned alot. Damn tires. Modelled this different from scratch probably 5 or 6 times, and the bump map... forget about it!

Next up: http://www.rays-msc.com/wheels/index.cgi?d=15

Re: YOKOHAMA

Posted: Fri May 07, 2010 11:21 pm
by Zom-B
very sexy modeling and scene setup, congrats....
maybe the edges of the tire-profile need to be a little sharper.
I remember tires being the first 3D objects I did too, took a hell of time to get them right ^^

Re: YOKOHAMA

Posted: Fri May 07, 2010 11:34 pm
by wojtek-w
nice details. great lighting.
congats.

Re: YOKOHAMA

Posted: Sat May 08, 2010 4:56 am
by dag
Hey, thanks.

Those edges can make one go nuts. The only way to make them sharper is more beveling, or adding 48000 subd levels?

Heres what 8 hours of blender gets you. Phew, exhausted!
Just a quick render with no tweakings.

Re: YOKOHAMA

Posted: Sat May 08, 2010 9:09 am
by CTZn
Thanks God you've just learned modeling, what's coming next ?

Outstanding model, nothing to say. You climb learning curves like I drink tea.

Though, because you are complaining about edges I'm curious on the topology of the central zone, between two branches. Would it possible to see a closeup of the base mesh there ?

It's also that I can't yet believe that you are a beginner, I must check this by myself but that will deserve explanations anyways :lol:

Welcome dag, at this point I can't see a thing detrieving you from the whole car !

Re: YOKOHAMA

Posted: Sat May 08, 2010 9:18 am
by Zom-B
what should I say... this 8 houser were totally worth it m8.
Again nice Lightning setup... keep it up!

the sharper edges: I'm not a Blender Guy, but I think you need some tighter Bevel settings for this edges, subd afterwards...

Re: YOKOHAMA

Posted: Sun May 09, 2010 4:28 am
by seanser
Nice tyre and superb shaders/materials. For a sharper edge on subsurfed meshes, loop cuts are best but depending on the mesh topology it's not always suitable and it will add more polys, shift-e for creasing is ok but I would never do a full crease which is a value of 1 because I find it makes distortions/artifacts in the mesh, 0.6 or 0.7 should be ok. To get a very sharp edge, a combination of loop cut and creasing will do the trick.

Great work, stick at it!

Re: YOKOHAMA

Posted: Mon May 10, 2010 7:52 am
by Psychotron80
dag wrote:Those edges can make one go nuts. The only way to make them sharper is more beveling, or adding 48000 subd levels?
Don't know if it makes sense, but did you try the Edge Split Modifier?

Re: YOKOHAMA

Posted: Sat May 15, 2010 3:32 pm
by dag
Edge split is too sharp. Loops on both sides of and edge loop seems like the proper thing to do.

Re: YOKOHAMA

Posted: Sat May 15, 2010 3:57 pm
by Godzilla
A slight bump map on the wheel treads themselves would be good, right now they look a little too pristine.

Coming along great!

Re: YOKOHAMA

Posted: Sat May 15, 2010 5:53 pm
by ENSLAVER
I love the text on the tires, it's awesome. I agree with god though, the tires look a bit too smooth/shiny. A really subtle glossiness map/bump might work.

re.
http://static.howstuffworks.com/gif/sel ... read-1.jpg
http://static-p3.fotolia.com/jpg/00/14/ ... T6cDMc.jpg