photoman Posted August 9, 2009 Posted August 9, 2009 Hello, I am taking a little "breather" from my other project. I noticed my bike sitting lonely in my garage today (My dirt jumping and downhill biking days are over just the scars that remind of what Im missing ) and I thought that it would be a great idea to model it. I plan to model every single component that is visible (Thats a lot!). Here is the real thing: I managed to finish most of the frame: Its at about 4k patches right now Photoman Quote
pixelplucker Posted August 9, 2009 Posted August 9, 2009 excellent! Are you going to model the brake disks with the holes or use a cookie cutter? I tried the ai importer on items like that and it doesn't always work well. Quote
Hash Fellow robcat2075 Posted August 9, 2009 Hash Fellow Posted August 9, 2009 looks good but I think you're using more spline rings than you need. You could think quite a bit out of there and not lose any shape. Quote
agep Posted August 9, 2009 Posted August 9, 2009 Great start. Do you plan on making the welds? that would add nice realism to the model Quote
photoman Posted August 9, 2009 Author Posted August 9, 2009 I plan to model the disc brakes with actual geometry. I am mainly creating this model to increase my modeling abilities and experiance. I will probably go over the model when I am finished and take out the unneeded splines. I want to model the welds.... but I dont know really how to do that (simple lathed shade + displacement map?) Thanks! Photoman Quote
photoman Posted August 11, 2009 Author Posted August 11, 2009 Update Finished modeling the forks. They took a bit longer than I thought they would. Next up is the handlebars with the brake levers and shifters. The whole thing is at 6.7k patches Photoman Quote
Fuchur Posted August 11, 2009 Posted August 11, 2009 The whole thing is at 6.7k patches Sounds a bit much too me, but anyway: Nice start. *Fuchur* Quote
pixelplucker Posted August 11, 2009 Posted August 11, 2009 The welds you could do by blending your patches and maybe toss a nice bump map for the weld ring pattern. Most of the time I use a 4 segment lathe, rarely need more than that and makes aligning the handles much easier. Your top frame bar could probably be made with a 5 cross sections lathe and extrude the profile out. There are tons of splines that can be removed on your model but looking really great so far. weld5_4.mdl Quote
photoman Posted August 12, 2009 Author Posted August 12, 2009 Update! I modeled the handle bars with the shifters and brake levers: Another frame shot: Pixelplucker that looks like a good looking method there, I will have to try that, though I plan to model everything else and come back to the frame. I do realize I am pretty (really) patch heavy right now (over 10k now). I will weed them down when the whole model is finished. Next up is the headset, stem, and then the center derailler and sprocket. Photoman Quote
photoman Posted August 13, 2009 Author Posted August 13, 2009 Update! I modeled the stem (Needs a bit of tweeks): I need a breather from this project so I did a few quickie doodles today mostly. I also realized how much I have to model I need to model the: Peddles, Cranks, Both deraillers, Wheels (Hubs, spokes, rims, tires), Disc brakes + calipers, seat, wires, hydraulic hoses, gear casset, axles, and more I cant recall right now. I need to texture: Everything..... Though I plan to make about 5 or 6 procedural ones that I can slap on most parts and create decals for the logos and dirt and wear. Fun fun fun Photoman Quote
Eric2575 Posted August 13, 2009 Posted August 13, 2009 Although a bit spline heavy, most excellent modeling non the less. Getting the same results with fewer splines will come with practice. Soon you will learn how to model that way from the get go. Nicely done! Eric Quote
photoman Posted August 14, 2009 Author Posted August 14, 2009 Update! Finished the cranks and pedals: Now onto the saddle, seat post, and front derailler. Photoman Quote
Fuchur Posted August 14, 2009 Posted August 14, 2009 If you didnt do it till now, you should sooner or later think about splitting the model into several model-files to avoid Findig-Patches-Problems. *Fuchur* Quote
Zaryin Posted August 14, 2009 Posted August 14, 2009 That is some impressive mechanical modeling. Quote
photoman Posted August 14, 2009 Author Posted August 14, 2009 Update! Modeled the saddle, seatpost, and the front derailleur. You cant really see the front derailleur but its there Patch count (Dare I post it *): 20,149 *DISCLAIMER: I know that it is a heavy patch count, I will weed it down when I have finished all the modeling. I have about 8 different models that I have put together in a action. I plan to also make an action where the bike assembles itself when I have finished the project. Up next to model is: Disc Brake calipers Photoman Quote
HomeSlice Posted August 15, 2009 Posted August 15, 2009 wonderful. that will be a really nice addition to your portfolio. Quote
photoman Posted August 17, 2009 Author Posted August 17, 2009 Been busy this weekend. (Big swim meet (Larges recreational meet in the US) and last of my swim season, now to water polo) While at the meet I set a render for a basic scene I want to render the Bike (When finished) in. Its very simple, kinda cliché. Radiosity render too. Are there any ideas for a good scene to place the bike in? Photoman Quote
pixelplucker Posted August 17, 2009 Posted August 17, 2009 Really coming along, if your not doing super close ups you could skip the welds, or cheese it out as a separate object that you could use where needed. Something like a torus thats been squashed with a nice ring bump on it might do the trick Quote
Gerry Posted August 17, 2009 Posted August 17, 2009 Reall nice work so far! That modeling on the forks looks especially tricky. It will be nice to see how the procedural textures work with the decals. My feeling is that they'll mesh perfectly. Notice how I didn't mention the patch count? Quote
photoman Posted August 19, 2009 Author Posted August 19, 2009 Minor update! I finished the brake calipers: I am working on the rear derailleur, but its a bit complicated and my interest/attention level is kinda fluctuating right now so I am working on other things while I model it. Gerry: Thanks! The fork needs to be spline weeded but it was fairly simple to model (just extruded splines connected to a few lathed cylinders) Pixelplucker: I was thinking of doing something like that for the welds. Next up(if I ever finish the rear derailleur) are the wheels (Tires, spokes, rim, and hubs) Photoman Quote
photoman Posted August 19, 2009 Author Posted August 19, 2009 Update! Finished the front wheel! I still need to finish the rear derailleur but Ill probably get part of the rear wheel done first. Photoman Quote
pixelplucker Posted August 20, 2009 Posted August 20, 2009 How did you do the tires? The tread part of the wheel as once continuous spline object or are there many aligned on the surface? Quote
Jeetman Posted August 20, 2009 Posted August 20, 2009 WOW! That looks great!! The detail is outstanding!! George Quote
photoman Posted August 20, 2009 Author Posted August 20, 2009 Update! Finished the rear wheel: Now all I need to do is finish that pesky derailleur and model the cables and I am done modeling! I can see the light at the end of the tunnel! I have also made most of the materials I am going to be using, but I have not started making the decals yet. I need to refresh my GIMP skills a bit, or maybe Ill learn to use Inkscape for some vector stuff. I did a quick tut on how I did the tires here: Tire Tut Photoman Quote
entity Posted August 20, 2009 Posted August 20, 2009 It looks great...Did you use any Wizards for this? (AI/Font, or some type of rail extruding?) Never mind, I read the rest of this post... sorry... for hand modeling from scratch it LOOKS GREAT. A few items might need some bevels so they don't look CG. Mostly the parts that have hard angles on them. You are very detailed here and it would add to the realism of the final render, especially for radiosity renders. Quote
photoman Posted August 20, 2009 Author Posted August 20, 2009 Update! I have finally finsihed the modeling of the rear derailleur! I also modeled the chain and the cables/hoses. I just have to finish some odds n ends and I will be done modeling (Probably by tonight). I use a lot of wizards (Font, AI (I used it but did not like the look), Sweeper (Cables, hoses, rims, tires, grips, spokes, etc), and the Primative plugin for the springs.) Photoman Quote
pixelplucker Posted August 20, 2009 Posted August 20, 2009 Very nice work, I did notice a couple flipped patches on the forks though, can see them from the images you posted. Might be 5 pointers that are flipped. Quote
photoman Posted August 21, 2009 Author Posted August 21, 2009 Update! I slapped on some basic materials to see rough look. Nothing is final right now: I am trying to think of a scene to use for the beauty shot. I plan to have a few "studio" renders but I want something other than that for one.... If you have an idea feel free to share I think those flipped patches could be hooks, AO doesnt like hooks. Also there is the bottom mount for the brake caliper, there is something wrong with it, ill fix it later.. Photoman Quote
photoman Posted August 21, 2009 Author Posted August 21, 2009 Here is the render I set before I went to bed: I need to create all the decals now. I plan to make my own and not exactly follow the original picture. I am working on a set right now for the beauty render, I want to have it radiosity so Im just doodling around with an idea. Another Idea I could do is take a HDR picture of my garage or somewhere else and put the bike in there.... Photoman Quote
jimd Posted August 21, 2009 Posted August 21, 2009 that's killer j Another Idea I could do is take a HDR picture of my garage or somewhere else and put the bike in there.... yes do that Quote
HomeSlice Posted August 21, 2009 Posted August 21, 2009 For a beauty shot idea, how about jumping it off a gnarly cliff, like you see in one of thos extreme skiing videos? You may even be able to use a photograph for the background. You may have to paint out the crazy SOB jumping off the cliff in the photo ... Quote
photoman Posted August 22, 2009 Author Posted August 22, 2009 I started on the HDR idea. Here is what I got: The models that i used for the ground and wall seem to "tint" the roto. How do I get them to not do that? Actually better yet does anyone know a good HDRI tut for A:M, I remember Agep had one but I cant seem to locate it on the forum. Another idea for the beauty shot would be to model the bridges/ladders they use in slopestyle events and at bike parks and put the bike on one of those. EX: Example As for the earlier scene here is a better render: (White dots are b/c of low photon count and low final gathering sampling rate) Photoman Quote
HomeSlice Posted August 22, 2009 Posted August 22, 2009 the ground and wall seem to "tint" the roto. How do I get them to not do that? Maybe set their ambiance intensity to 100% ? Or make them Flat Shaded ? As for the earlier scene here is a better render: would love to see what that looks like with AO instead of Radiosity. Here are some possible ideas. http://farm1.static.flickr.com/84/220904785_7c54291925_o.jpg http://www.tbnnetworks.com/affiliate/resou...%20in%20air.jpg http://www.flickr.com/photos/longristra/188904115/ http://www.flickr.com/photos/moop/2688679946/ http://www.flickr.com/photos/moop/2525697667/ http://photography.nationalgeographic.com/...NGSPFG45-lw.jpg Quote
photoman Posted August 22, 2009 Author Posted August 22, 2009 I think I will do the bridge/ladder shot with our inhouse stunt devil Thom doing a superman seatgrab off the ladder/bridge. It should be easy enough to model (Cube here, wood decal there). Rendering the HDR scene now as well. If I get a good enough grasp on how to do it I will make another video tut Photoman Quote
photoman Posted August 23, 2009 Author Posted August 23, 2009 Here is the HDR composite, no post work, yet... I fixed the edge problem by adding a ground plane in the background. I will edit the edge out in post as well. I rendered it as a OpenEXR to take advantage of its passes. Also instead of using a dome for reflections I just used the Hash Environment Map shader on all the reflective materials. I will start working on the other shot (The one with Thom catching big air ) tonight. Photoman Quote
itsjustme Posted August 23, 2009 Posted August 23, 2009 If you used less specularity on the frame and put some wear on the seat, it would be hard for me to tell it was a model. Great job, Josh! Quote
photoman Posted August 24, 2009 Author Posted August 24, 2009 Thanks!! Here is Thom catching some air: My 5 min attempt. Im still tweaking the HDR shot and I also still need to add decals to the model.... I also adjusted the tires abit Photoman Quote
HomeSlice Posted August 24, 2009 Posted August 24, 2009 That's pretty funny. You did such a nice job modeling the bike though, it might be nice to focus more on the bike so it takes up more of the frame and the ramp takes up less of the frame. The ramp is only just a background piece that provides a little context. The real subject is the bike itself. Quote
photoman Posted August 25, 2009 Author Posted August 25, 2009 Thanks again!! Here is a qiuck animation of the bike assembling itself(Basicly just the seperate models I made combining into the bike) Here is another Thom shot: I saturated the colors it a bit too Photoman Quote
NancyGormezano Posted August 25, 2009 Posted August 25, 2009 Here is a qiuck animation of the bike assembling itself(Basicly just the seperate models I made combining into the bike) Here is another Thom shot: I saturated the colors it a bit too BOTH terrific! Quote
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