A fuel storage tank

thought this would be easy enough for me to do at my current skill level… currently I don’t have any hose or spout on it, not sure how to do the hose yet. I’m thinking it should be a soft body and use curves? (which I’m still trying to figure out) I think the valve thing looks funny… but w/e that’s the best I could get it for now.




For a hose, the easiest thing to do, is a bezier curve with a bevel. After you make a bezier curve, you will find all the settings under the “curve” tab.

A couple things to do: Make sure you turn off front and back fill in the curve shape settings, then adjust the bevel depth to the radius you want, then adjust the resolution of the bevel and the curve. (It helps to turn on “wire” under the object display properties to see exactly what is happening here.) Once you have exactly the hose you want, you can convert it from a curve to a mesh to UV unwrap and apply textures.

Happy Blending :slight_smile:
-Ben

Well it may be your first model but it looks bloody realistic, great job! Will you be texturing it?
Just had a thought that you could create a fluid sim and have the water rushing out of the pipe…, then freeze the anim with alt+a and convert the modfiers into a mesh.
Would look great for a still if you ask me :slight_smile:

Well i think I’m all finished with the modeling part of it! now I just gotta learn how to texture properly…



Looking good! I just don’t like the part where the pipe meets the tank…it looks kinda unrealistic for me…you should model somesorta of piece that would do the connection.

Also, enable Ambient Oclusion. It makes your render look much nicer :slight_smile:

It’s a nice looking model. I’m not sure it really matters, but I noticed a few things you might want to touch up before texturing:

  1. Subdivide the bezier curve, or increase the resolution of the curve used for your hose, to remove the kinks where it bends sharply.
  2. I see some distortion in your subsurf of the canister (right arrow), I would check for triangles.
  3. There was a gap (left arrow) on one of your previous renderings.
  4. There is something funny going on with shading on the rungs of the ladder, perhaps smooth shading is enabled with too few verts? It may also just be the lighting setup.

@ Daniel_S: IMHO, I wouldn’t turn on ambient occlusion until you are making final renders. While it does add some realism, it slows down renders when you will most likely be making a lot of test renders to try out materials.

I know I’m being really picky…sorry, I’m kind of a perfectionist :smiley:

Best regards, and keep up the good work!
Ben

Attachments


AO on Add is great for WiP Renders :slight_smile: At least it’s that way i think :stuck_out_tongue:
It makes the render looks better for presentation. Like 3ds’s option of Skylight+Lighttrace = ClayRenders

ya that’s the biggest thing I don’t like about it either is the pipe and the tank connection… Right now I’m not sure exactly how to do that… and I used a torus to add that and so I just left it like that for now. but now that I figured out how to do curves maybe I could come up with something better… I’ll probably work on that later when I get better at this. and I don’t know what ambient oclusion is, but I’ll look it up.

Thanks for the comments…

  1. I realized I forgot that after I uploaded these and went and added the subsurf already
  2. I see what you mean, I’ll look into it
  3. I do realize the gap is there, but I don’t know how to connect them right now but I do plan on fixing it later. I tried overlapping them but that didn’t look good either.
  4. I think it’s the lamp position

I’m not too worried about the minor stuff since from a distance you don’t notice it, except the tank and pipe connection which I do want to fix up eventually when I can figure out the best way to do it.