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3D CG designer w/too much time on his hands...

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Old Dec 28, 2005 | 01:49 PM
  #26  
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Originally Posted by mibad
I don't think Kento did it, I think he was just sharing a cool link. I was wondering the same thing about getting the data in. I wouldn't even attempt something like that unless I worked in a place that had a 3d laser or sonic scanner.
Heh, yep, that's correct . While I'd love to take credit for something like this, I was only posting a pretty cool link from a computer graphics forum that was forwarded to me by a friend.

He said that model was done using CAD packages with a rendering function that lets you pick a point to view the object from, as well as place virtual lights to get the shading and colors.
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Old Dec 28, 2005 | 02:19 PM
  #27  
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very nice, just found my new wallpaper
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Old Dec 28, 2005 | 08:07 PM
  #28  
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just awesome
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Old Dec 28, 2005 | 08:48 PM
  #29  
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Originally Posted by YoshiFC3S
If only video game companies took this much time and effort to make vehicles in games look this real.

It looks great so far, man. I can't wait to see it develop more, then with some color...oOOOo
Most of the time, the hardware at present isn't up to par with what the designers want, so... it's either lesser graphic detail or a game that isn't very interactive.

Sometimes ultra realism is bad. Anyone remember Trespasser?
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Old Dec 28, 2005 | 09:09 PM
  #30  
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Mm....almost good enough to drive ..
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Old Dec 29, 2005 | 07:16 PM
  #31  
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Originally Posted by dgeesaman
I picked up a Tamiya RX-7 model, and if I had the opportunity to use a scanner I would totally love to do it. Especially one with a tracing arm - then I could just trace curves and use those to directly build NURBs surfaces.

Dave
Dave,
Ive wanted to cad up an fd also. You and mibad gave me an idea. Got a microscribe at work and I have a built to scale plastic model of the fd. I can digitize the model, build a surface model and use jonskis dimensional specs for scaling to actual size.

Actually, a good way to create an rx7 cad model would be a collaborative effort with some of the other forum members that do cad. Set up a few standards (origin, scale, type of export files), each person could do a different part of the car. Files could be shared among the group and imported into their particular models.

One of the software packages I have, I use for building surface models. These models can be converted to a solids sheet model for rendering and output. It also allows multiple levels/layers which is handy for building assemblies and isolating components.

Right now Im designing and working on the ultimate sleek lite setup with jimlab. Once thats done, if anyone is interested in knocking off an fd model as a collaborative effort, Im up for it.

chuck
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Old Dec 29, 2005 | 07:53 PM
  #32  
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Originally Posted by a3dcadman
Dave,
Ive wanted to cad up an fd also. You and mibad gave me an idea. Got a microscribe at work and I have a built to scale plastic model of the fd. I can digitize the model, build a surface model and use jonskis dimensional specs for scaling to actual size.

Actually, a good way to create an rx7 cad model would be a collaborative effort with some of the other forum members that do cad. Set up a few standards (origin, scale, type of export files), each person could do a different part of the car. Files could be shared among the group and imported into their particular models.

One of the software packages I have, I use for building surface models. These models can be converted to a solids sheet model for rendering and output. It also allows multiple levels/layers which is handy for building assemblies and isolating components.

Right now Im designing and working on the ultimate sleek lite setup with jimlab. Once thats done, if anyone is interested in knocking off an fd model as a collaborative effort, Im up for it.

chuck

Post some pics if you make one..
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Old Dec 29, 2005 | 07:53 PM
  #33  
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I'll help. I'm good with Pro/E and SolidEdge, and can do a little in Rhino. Surfaces import into other systems fairly well, especially if you use STEP format.

I have a nice 3dsmax model of an FD (exterior surfaces only) that I could use as base geometry to create curves from. It's not 1.16M polygons, but it's a very good start.

Dave
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Old Dec 29, 2005 | 09:31 PM
  #34  
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had access to photo and lazergrammetry..
this wouldve been an awesome collaborative project..
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Old Dec 30, 2005 | 10:36 AM
  #35  
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very nice indeed.
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Old Dec 30, 2005 | 10:43 AM
  #36  
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wow! i'd done some 3d work using unigraphics, but NOTHING like this! i can't imagine how much time has been put into that. amazing work right there!
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Old Dec 30, 2005 | 10:52 AM
  #37  
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wow thats awesome!! Mad skilz yo!

hahaha

thanks for sharing,
-josh
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Old Dec 30, 2005 | 12:37 PM
  #38  
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Originally Posted by YoshiFC3S
If only video game companies took this much time and effort to make vehicles in games look this real.
lmao i work in video games. i'd love to see a game that could push 1.16 MILLION POLY vehicles across the screen without chugging to a stop too. unfortunately you have to sacrifice details for engine processing speed.
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Old Dec 31, 2005 | 02:11 AM
  #39  
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I've had to build a couple of things, I have a FD Body in Maya that I built with NURBS, to maintain resolution independance, the issue was all the compound curves, and self intersecting shapes, holes in the fender for the vents, turn signals etc... made it cumbersome, and somewhat heavy..... once tesselated.... if Interested I'd like to joing the collaboration....



Rescently I had to build, a chandalier, and develop the shaders for the (Crystal Look)

Last edited by DCrosby; Dec 31, 2005 at 02:35 AM.
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Old Dec 31, 2005 | 10:58 AM
  #40  
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whoa. make me a game!!
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Old Dec 31, 2005 | 03:43 PM
  #41  
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There is a racing game that runs inside of Maya, I read about it a couple of weeks ago, you design your track and then you race, adjust performance etc... the only problem is the Price Tage, Maya is $3,000.00 for the base package, and $9,000.00 with all the toys (Cloth, Hair Etc...)...
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Old Dec 31, 2005 | 04:27 PM
  #42  
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Messing around with the shader of the car....


Last edited by DCrosby; Dec 31, 2005 at 04:43 PM.
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Old Jan 2, 2006 | 06:53 PM
  #43  
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Hey everybody,

Glad to see you like the model. Yeah, I know, it's not perfect . It's hard to be using Google for all your references. Anyway, the project is pretty much dead unfortunately. My computer can't handle the number of polys PLUS textures and high quality renders.

Here is an old school model of mine. Yes, it sucks I posted it here long ago but not it seems to be off the forums.


Let me know if you guys have any more questions.

Thanks,
Blake
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