Supercar Src11

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Supercar Src11 // Work in Progress

1  2  |  

Post by i_maker // Feb 13, 2006, 1:29pm

i_maker
Total Posts: 156
pic
Very close to finishing this project started in February 2005. Polygon count has reached a frightening 1.9 million! Used mostly subdivision surfaces (99%), the rest being modified primitives. SDS is such fun to use... I am still on 6.6.

Post by b_scotty // Feb 13, 2006, 1:51pm

b_scotty
Total Posts: 176
pic
That is one sweet looking ride!
Very nice work.

Post by i_maker // Feb 13, 2006, 3:32pm

i_maker
Total Posts: 156
pic
Thanks, B_Scotty.

Post by i_maker // Feb 13, 2006, 4:12pm

i_maker
Total Posts: 156
pic
Another test render of the Supercar.

Post by mrbones // Feb 13, 2006, 4:16pm

mrbones
Total Posts: 1280
pic
nice car.:D

Post by scifieric // Feb 13, 2006, 4:33pm

scifieric
Total Posts: 38
Holy maceroni! That is a seriously nice car. Any renders from the side or rear?

Post by TheWickedWitchOfTheWeb // Feb 13, 2006, 5:58pm

TheWickedWitchOfTheWeb
Total Posts: 858
pic
That's one sexy looking car. As soon as it hits dealerships I want to book a test drive!

Post by W!ZARD // Feb 13, 2006, 9:12pm

W!ZARD
Total Posts: 2603
pic
Very sweet wheels Dude! I like the dramatic front end POV too but it makes me want to see the car side on. Good work

Post by Vizu // Feb 13, 2006, 9:22pm

Vizu
Total Posts: 628
pic
Yep, looks okay so far.


rear / right ( pesrpective ) renderings and / or wires will be good.

The hood needs a cut off on the rest or how we can open the hood ?

Post by dave_k // Feb 14, 2006, 8:19am

dave_k
Total Posts: 81
pic
Another fine piece of work! Can't wait to see the final renders.:)

Post by i_maker // Feb 14, 2006, 9:33am

i_maker
Total Posts: 156
pic
Thanks to you all for your comments.


I know you are all dying to see the whole car! Problem is, there are still some minor aspects I am not 100% happy with, and am still working on these details (wing-mirrors, side-skirt, fenders, etc.). I promise I will post a side view as soon as these have been fixed.


High Poly count problem


Another problem I currently face is the very high poly count. I am currently investigating various ways to reduce the poly count so as to cut down render times. Anyone with any tips on how to “speed up” rendering times in ts 6.6?


Single-side rendering reduced rendering time


I have tested single side rendering for the first time and was amazed to see the rendering time for 1 particular scene reduced from 6 hours to 4 hours! The only thing to watch out when using single-side rendering is to remember to set object rendering option to double-sided for transparent objects (such as windscreen, headlight glass units, side windows, etc.) if you want to be able to “see through” them. Luckily, I use only “solid” objects, so have no problem with “abnormal” faces.


VIZU: the “hood” on the SRC11 is a one-piece unit cutting across the full front of the car, incorporating the top of the front wheel arches (refer original version of DODGE VIPER). I have attached one view which clearly shows this.


W!ZARD: I know, I know, you want views from the side; I will post some more pictures as soon as I can. In the mean time, I have posted a view which shows the door (“no-handle” design, automatic opening system activated only by remote-key). Hopefully this will keep every one happy for a time.


Cheers everyone.

Post by i_maker // Feb 16, 2006, 9:35am

i_maker
Total Posts: 156
pic
Hi Folks


Here is the view you have all been waiting for. The SRC11 3D model is deemed completely completed! Now, the real fun begins: produce the best renders possible of this model… Who says you can’t bake the cake and eat it too???


Just a few clarifications in case anyone thought I bought and downloaded a ready-made 3D model from some web site… The car is completely my own design; granted it sports design flavours from the Murcielago, Gallardo, F40, etc., but what car design doesn’t bear influences from other designs? The whole car was built entirely in trueSpace 6.6 using subdivision surfaces. Why subdivision surfaces? Because subdivision surface modeling lets you achieve 3D objects which look more “real” than anything else: objects in real life are not perfect cubes or spheres, their edges are never perfectly sharp… SDS allows you to achieve that “slightly rounded” look to all your objects. You will probably say: why not use the BEVEL or FILLET tools to round the edges? The answer is simple: these tools will work only on perfect polyhedra with normal faces, they won’t work (or will cause artifacts) on anything other than perfectly perpendicular faces… Another reason for using SDS is you are less likely to get renderinf artifacts on subdivided surfaces: has anyone tried to render a brake cross-drilled disc made up of a simple flat cylinder with holes drilled in it? You will know what I mean. Also I wanted to build a model which stands up to close scrutiny and reveals more detail as you get closer, SDS is the only way to achieve this.

Post by i_maker // Feb 16, 2006, 9:39am

i_maker
Total Posts: 156
pic
CLOSE SCRUTINY: Wheel design


The wheel design is everything in a car as everyone knows. A good looking car shod with bad wheels is a waste of time! The SRC11 wheel design is again a design of mine. I did not want an-over-the-top design which automatically springs to mind when you think supercars: I wanted a clean-looking design which at the same time exudes power and elegance. I think I have achieved this in this design. Each set of wheel-tyre-brake system contains just over 325,000 faces, which means the full 4 sets total 1,300,000 faces! I tried to keep the face count down, that’s why you will see very little detail on the side of the tyres (logos, tread wear index, psi number, etc…).


It goes without saying that the rear wheel is deeper that the front wheel because of the fatter tyres at the back. Thanks to SDS, modifying the control cage of the wheel was relatively easy to create a deeper wheel for the rear.

Post by i_maker // Feb 16, 2006, 9:41am

i_maker
Total Posts: 156
pic
CLOSE SCRUTINY: PANEL WORK


Look, ma, no sharp edges! Of course not, when all is modeled using SDS. With SDS, you can create shapes that will be very hard or impossible to create with normal polygon or even NURBS modeling. SDS rocks!

Post by i_maker // Feb 16, 2006, 9:43am

i_maker
Total Posts: 156
pic
CLOSE SCRUTINY: REAR LIGHTS


Lights take forever to render! Particularly when double-sided rendering these objects. The reason is because of the minute faces inside each “glass” object. By the way, even the letters in the SRC11 badge are SDS objects! I tried using normal ABC tool to create the letters, but they produced all sorts of artifacts when subdivided, so I resorted to create SDS letters that I can apply SDS to. I have another 23 letters to go yet before I have the full set of SDS letters!

Post by trueBlue // Feb 16, 2006, 9:45am

trueBlue
Total Posts: 1761
pic
That sure is a sweet ride. Great job.

Post by i_maker // Feb 16, 2006, 10:32am

i_maker
Total Posts: 156
pic
Thanks, trueblue.

Post by daybe // Feb 16, 2006, 11:30am

daybe
Total Posts: 562
pic
Awesome job i-maker, looks perfect!

Post by noko // Feb 16, 2006, 11:31am

noko
Total Posts: 684
You sold me on SDS, WOW!!! This is truely great. This is a car that could really test out the Player in TS7 and a good graphics card. I believe you could get rendering very close to what you got already but in real time. Keep up the outstanding job.

Post by chrono // Feb 16, 2006, 12:09pm

chrono
Total Posts: 0
Good project! And I'm gald that someone else is making hi-poly models in TS!! :D Far too few people are willing to bend that 500K line let alone smash it to bits. ;) SDS in TS is it's greatest tools. Shame it doesn't get proper support with higher level tooling.


I think I see a smoothing problem in the rear quarter panel though. :confused:

Post by i_maker // Feb 16, 2006, 12:11pm

i_maker
Total Posts: 156
pic
Thanks, Daybe, thanks, Noko.


Noko, you can't go wrong with SDS. I think this is where the future of 3D modeling is heading. We have a very powerful SDS toolset in ts6.6 that not many ts users have exploited to the full. I guess it's a case of overcoming the steep learning curve when you first tackle SDS. But it's well worth the intellectual investment.

Post by daybe // Feb 16, 2006, 12:13pm

daybe
Total Posts: 562
pic
I agree, I have only recently started to explore SDS as it has been a mystery to me, but slowly and with some practice it is starting to make sense, any resources you might suggest for people just starting out?

Post by i_maker // Feb 16, 2006, 12:31pm

i_maker
Total Posts: 156
pic
Luckily, subdivision surface modeling technique seems to be pretty much “standard” across most 3D apps. You may not find a lot of sds tutorials for trueSpace, but even by reading through other apps’ tutorials, you can usually relate what you read to how it would work in ts. This is how I picked up most of what I know on sds modeling. I have a few links here you may want to try out. Some of them maybe a bit too old to work.


Cheers, and have fun!



http://webreference.com/3d/lesson102/


http://www.highend3d.com/global/tutorials/subdmodel/


http://maxrovat.sns.hu/subdiv/


http://www.muranon.com/axel/character/index.shtml

Post by chrono // Feb 16, 2006, 12:47pm

chrono
Total Posts: 0
Go here: http://www.subdivisionmodeling.com/forums/index.php


It's through covering ALL forms of SDS and the people are helpful.


i_maker, I heartly disagree that TS has a powerful toolset. It's average at most and painfully slow because of TS being a closed modeller.

Post by i_maker // Feb 16, 2006, 12:54pm

i_maker
Total Posts: 156
pic
That's a very interesting link, Chrono. Thank you for that. My comment about ts sds toolset being powerful was purely in comparison to other tools within ts. I was not comparing it with other 3D apps. I know there will be more powerful sds modeler out there, but for my pocket and what I do, trueSpace suits me fine.

Post by chrono // Feb 16, 2006, 1:24pm

chrono
Total Posts: 0
That's cool. Though others are more powerful and only cost 25% of TS.


Anyways, that other forum is great because it's for method and not package it's also Wiki'ed for easy of use. Overall it's a great site for learning. :D

Post by b_scotty // Feb 16, 2006, 2:39pm

b_scotty
Total Posts: 176
pic
This is absolutely beautiful.
You are a very talented artist, and I salute you!

Post by Methusela // Feb 18, 2006, 2:05pm

Methusela
Total Posts: 414
pic
Kheang, do you ever distribute your models? I have a car or two in the works right now, but I'm stuck on some parts, seeing a model from a true master would sure help alot.


As always, your work is beautiful.

Post by i_maker // Feb 19, 2006, 1:47pm

i_maker
Total Posts: 156
pic
Thank you B_SCOTTY.


Chris, I do not sell my car models. They are my personal work, each one of them being the result of many, many hours of work. Maybe one day, when I have some free time, I might build some car models for the express purpose of sale or distribution.


Cheers

Post by splinters // Feb 19, 2006, 1:51pm

splinters
Total Posts: 4148
pic
Fantastic piece of work (again) although I agree with Noko that this would really push the player in TS7...;) Wish I had the patientce to pursue one model at a time to such a high degree of detail and finish. Well done!
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn