I'd like to say thank you to SimplyLightWave and in particular Philip for his McLaren tutorial. which inspired me to really push myself and bring my previous model up to standard. I have learnt so much from going through it and thoroghly enjoyed it. I know there is so much more to learn and this is how far I've come.
Originally posted on Newtek forum & CGSociety/Talk
I'd like to share the results of a personal project with you and give you a little information about it.
Why that subject matter?
Well I used to be a biker and since the beginning the 916 was the bike of dreams. There wasn't anything in its class for years until the Honda Fireblade came out and even then it was still unique. 10 years on I still think its a beautiful machine.
How long did it take?
I've worked on this project for around a year on and off. I took it to the limits of my knowledge and was very happy with it. I then bought a very in depth video tutorial on modelling a McLaren road car, made by Philip Meyer. I was so impressed with it that I set about bringing my own model up to standard.
What were the challenges?
The hardest part I found was visualising the real shape of the parts using reference images, is that a reflection or is that part of the geometry?. Once you have an idea the next challenge is working out how to layout the polygons to resemble such a shape.
Polygon Count?
The bike model comes out at around 67,750 polygons with a mix of faces and subpatches.
Render Times and techniques?
There are a few different light setups. The basic renders take around 10-15minutes. The background radiosity renders take in the region of 1-3 hours for something acceptable. I've used HDRI for all the shots except the desert scene, the setup for which was a tutorial again from Philip Meyer. The wireframe images aren't necessarily frozen at level 1 subpatch, so the mesh density may appear higher than the base model in places.
I'm hoping to find work in 3D in the near future and I'd like to hear your thoughts and opinions and any questions you may have, so fire away.
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* Note the cockpit render has noticable polygons on show, the solution is to increase the subpatch division in layout to correct.
Once again thanks Philip for being such an inspiration.
Links:
(Radiosity 1024x768)
916_Rad_002
916_Rad_003
916_Rad_004
(Desert 800x600)
916_Rad_005
(Non-Radiosity 800x600)
916_001
(Wireframe 1024x768)
916_Wireframe_001
916_Wireframe_002
Dahfish
Jeremy Snell
www.urbanfx.co.uk