
Jin-Kazama
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Everything posted by Jin-Kazama
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Modeling a Viper SRT. (Car)
Jin-Kazama replied to Viper GTX2.0's topic in Work In Progress / Sweatbox
do u want me to draw it for u? by the way..have u read my reply in my post? -
Modeling a Viper SRT. (Car)
Jin-Kazama replied to Viper GTX2.0's topic in Work In Progress / Sweatbox
VIPER.....THIS IS THE CAR 101 AS I GUESS HEHEH well...i'm happy u r working on a new car.....any help i can offer? -
dark jedi ok, if u go back and read what i did again, u will notice 2 things: 1- when i was drawing the cross section of the tire, i made some creases and groves, so the geomitry will have them 2- when i finished drawing the tire bump in photoimapct, i gave the map a gussian blure..why? because i noticed that if u didn't give your bump map a blure, the bump won't show well and will be a sharp and not clear bump, but if u apply a gussian blure with 2 as a value, the bump will be able to show up..the map scale is important too...the bump won't be good in a 300x200 pixel map...but it will be very good in a 900x600 pixel, one more thing..it doesn't mean that u will have a strong bump if u increase the bump value to 15000...it needs some balance...u may set the value to 800 and go to the short cut of your material properties under your tire model and place a value in the bump percent..test and test till u get the result u like i hope i could answer your question... Viper....go back and look at my first car model...a crap..why? because i was missing some modeling basics.... a huge number of patches doesn't mean a very smooth car...if u go back and check how i did the car basic shape...very few patches...very low... how you can do that? AM doesn't use polys...it uses spines...so splines doesn't need to have many CPs on them to be smooth...why? cause CPs themselves can be smooth by many ways...u can draw a nice curve with 4 CPs on a spline..u can draw bad curve with 10 CPs o a spline...there's something about the distance between each CP...if a CP goes somehow a way from another CP, the curve get's smoother, but sometimes u may need some CPs to be close to eachothers....what to do to make them smooth? use the bias handler.. in general...try to get your model shape with the lowest patche number u can.... and keep modeling...even if u model 100 bad car...maybe car number 101 will be good...and u must learn from your mistakes...and before u draw your splines, it's good to imagine how u would draw splines around ur rotoscope (( thanks DARK LIMITS for your advise )) never give up VIPER as u can see....i'm doing a study about how to model a car and get a realastuc render in AM....after i finish, i will make a big tutorial which will be very detailed...and u all are welcome to help me out. thanks and keep your work up
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thanks guys tomorow i will answer all ur questions...now is this good? not the final and here is the results
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thanks oakchas.....it's not finished yet...today i have another backlight....the one i did was an old style...follow the nature...as they made it in the factory...i will do it in AM...but in another way....the new back light will be mazing....all i need is your support in my research in how to model a car in AM.....thanks alot
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hi all.........the forum is very slow these days here's the result i got for the back light....need ur comments
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hi all.....somehow i found a good way to model those ships u sent me, the only thing i want to say is : is there a senario or the movie? or just ships flying and opening fire every where...another thing...u will need close shots and distance shots...the senario will show u what will happen in every shot..like i said...some shots won't need to have the hall ship...i say this because close shots needs the model to be well textured and detailed..... i hope to see at less a skitched picture of the planned shots
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wow.........that is the rotocope....very big man....needs some time to model it in details....it's my first big big model ....i hope i can do it right...which one of them i should do....also i wanted to know if the senario and shots ideas exist....infact i wanted to talk to u about it online...do u have any MSN or yahoo messnger?
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sure nekosei.....i got only one problem....i need some photos for that ship cuz..and infact....i havn't watch that movie for a very long time...u may just send me some resources where i can find that ship....and tell me what degree of details u want the ship to be....i can do it anytime and it will be good to practive my cars modeling method on the ship so....i'm waiting.....jut some photos for the ship...a cheez burger and soda.....that's all i need....chaw
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consider it done sir i will wait for the ship...i will read my objectives and will achive the targets....over comandor jin......egle eye ship//galaxy 00212
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and me.....jin kazama....ready to help and work as one of the team with modeling,textureing and video editing and visual effects.... jin kazama
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thanks alot dhar....i'm only a beginner man... for the bookshelf...i made that opening sequance in 5 days...i had no time to make complecated textures....the asked me to do it before the start of the program in 7 days......it was a hard time...and i wasn't that good... i hope to be useful to others....
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hi all....i was playing around tires....this is what was going on.....i need your comments 1-i draw half section of the tire rubber using the front rotoscop of the car 2-i add more splines to create the tire grooves 3-then copy/flip/paste it 4-i check the tire radus using the right side rotoscope, y? cuz i need to rotate the splines and place them in the center to lathe them...selecting the hall thing then rotate it and place it in the center of the modeling window 5-here i placed it in the center...now i will delete the left cross section preparing it to be lathed 6- i lathe the cross section with 12 as a lathe value (( reduce the value in the options )) 7-here is how it looks in the chor window...nice isn't it? 8-back to modeling window i take a snap shot of the front view for the tire 9-in photoimpact or photoshop....u can draw the tire creases ..any shape you want...i draw only one cross section of it. 10-i copy/paste and position them on the snap shot. 11- i take this into a new window and dublicate it verticaly (( dublicate it 4 times that's better 12- i added some details in the sides but i donno why i didn't see them hehe, anyway....after finishing...save the file as TGA...close and reopen it again, this time just rotate it 90 degree in any side. 13-create a new projection map material, cylindrical type, leave it as color cuz we will position it for now.. 14-drop the material into the tire group...eeek...what is that?? needs more work 15-in the short cut to material...change the settings as shown in the image...how is this now??? good isn't it? 16-after giving the group a black color ( not very black ) and changing the map type into bump with 5000 as a value this is what i got.... Now i know that bump map doesn't work this way...they need to be blured a bit...so i opened the TGA map again and give it gussian blure ( value=3 ) after that this is the result.....nice? the bump percentage was set to 800,also in the tire group specualr size=20 - specualr instensity=30 does anyone know better way to do it?????
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hi again....well...u made me search for something very old just wanted u to see how i started....this is after one year and a half of working on AM....and before 4 years from now.....don't mke fun those 2 were for a tv program...it was the opening sequance for it...nice for a beginner eh? don't remeber what was this for heheheheh ok car modelers....if u only know how many patches in each car.hahahahahaa..shaaaaaaaaaaame will the devil jin car was my first....then came the blue car...that was also 4 years ago... i felt strange when i saw them and wondered..eh...jin....u made that?
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hi there these are two models i have.....one is my old carrera....and the other one is a nokia cell phone....do u think they deserve to be in the AM CD? well...i like the nokia.....donno why...it was a challenge between me and a max designer.....well....i didnt win, but the results were draw....me my self i was happy....cuz as a beginner...i go this result..that was about 2 months ago....now it's pray time....gtg.....but after 3 hours i will be back to post these 2 models (( the size is somehow big eh )) cya....
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thnk u so much paul....i realy need your cooperation with me.....u can say it's a comunity projects....i don't own it....i don't want to change AM to another 3d app....i feel so good...and i feel i'm controling every tool...sure many other apps presents fast ways in modeling...and i tried them...but beleive me....AM and spline headaech is much better for me than thousands of polys..sure we wish to see some plugins which help us in modeling and texturing.....and i can see many guys r programming stuff for AM....if we can just clear the difficult modeling methods.....then AM will be the first of choice..
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Dear\ Mr. Martin what a pleasure i had to read your comments in my thread...it's an honor to have your words here.....i would like to thank you so much for your invitation to have my models in AM CD....i'm proud ofcourse when i finish the car model i will post it...i'm just gethring some assistance to build a full car even with entiror design...and fully customizable.......i want to do with my lovley AM what the others did in max and maya....i wanna prove that AM is also can do realastic car rendering and modeling..... i will need some help...from hthe forum members....just after my littel research will be done.....i will start to make that car with cooperation of the forum members......please pray for me truley yours waheed sami ( jin kazama )
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thank u so much Miguel Esteve, still long way to go about the door edges, infact they are seprated objects, they are not connected to the body,here is the full story: why do you have to draw splines around the body part edges....you do that cuz after you build your basic car body...you start selecting each patches foreach part as long as you have a spline line between each part...you take each part to another modeling window...and there you modify and add details, you save each part under a name....while modifying...you have to give th parts a thikness...as the real car parts...here i use BIAS..why?..cuz you need the bevel to look smooth...when u bevel...you copy/paste the outline edge of your body and scale them a bit the push them inward. then you have to connect them to the body...what happen is that when u connect them, the bias value of the original spline which is at the edge of your part will change...here i use it to correct the spline curve.. and for the edge between each two parts...nothing hard..just push some splines back and u will have a nice edge..but not to much....edge smoothness is very important too.. 1 year back i modeled a pourshe 911...i made a small tut about how i made the baisc body....you can check it...this is the post....it's long...u may see the process i made and also there's a link for a small tut i made about modeling the body parts http://www.hash.com/forums/index.php?showtopic=15150&st=0 for the frontlight..as i said i'm preparing a full overview for it and i think i will finish it very soon....maybe today or tomorow...if u need the mdl files for any of those cars just tell me and i'll post them for u.... you bro jin kazama
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thanks rodney.....it's yours..whenever u want it....or anyone else...i'm happy cuz a hash fellow likes what i do....i thought i would never be good.... all of these examples and techniques will be gethered in one huge tutorial which i'm preparing now....it's not a tutorial....just a study....that's why i wanted to gether other members ideas and comments to put them in one place, so there will be a resource for any hasher want to model a car...i don't want them to feel lost as i felt when i was searching for a resource or a tut using AM....one hard time for one guy is enough. the completed study for the front light will be posted today....i got an idea while i was sleeping (( beleive it or not...i think of this in my dream )) the idea will return the front light into the same front light made in max and maya....it's the same basics...just another small adjustment......i'm sure u will like it..... thanks dark jedi.....still some steps to make it look realstic.... i will be here later.....gotta go to work now....cya
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just take care of details and lighting....in my opinon
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Thanks alot my brothers...i feel so happy to have your cooperation and to know that someone is realy care about this subject well...this is my final test i made: 1- the rendered front light 2- the front glass decal, a displace map not bump 3- the glass object properties settings 4- the glass object decal properties as now...i know how to achive that look of front light glass, i made a mistake when i made the displace map cuz the real bump isn't stright lines the displacment value is better between 15-20, more than that it will look very ugly now i want to start with the back light glass..it's much harder than front glass..also the glass isn't very transparent...i will work out on that but for now i'm waiting for your comments about the front light thanks agin
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hi again... seems that car modeling isn't an intersting topic at all....i think i should do something else.....this is very bad.....what can i do...was trying to make a big study to help the others who want to create the relastic car rendering....i feel lost..
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hi again thanks alot dark.....i'm doing my best and still long way to go here's another basic car model for a ford car...was build using the same method and very low patch count
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hi again.. i was trying to do the car fornt glass, the way i'm trying to use is to simplify the geomitry... but the problem is that the front glass bump is still not looking good...i donno if it's a problem with my settings or my modeling...here's what i got 1- here the glass object patch is very simple with a bump map..value=1000 2- here the same patch number for the glass but the map is displace..value=5 map size is 500x300 3- here i added more patch to the glass object as u can see in image 4, the map i displaced value=10 and map size is 1000x600 4- here is how i modeled the front light parts A= the glass object B= the light lamp C= the reflective inner part D= the body A1 is the front light, the glass bump is an object not a decal....A2 is the wire image what i can understand that if i increase the patch count then the displacemnt decal will look better... also...if i want my displace map to look good, then i have to make the image size big.... .is this true????????? ...please post me your comments and ideas
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hi again share share share and exchange.....this is the point here's the car body model which was in the flash movie...i hope it helps shape.zip