cool. just finished the rear suspension assembly. finally have something i am happy with. i just have to add some pipe work and other little details and i will be ready to finally attempt some textures
just starting out on the textures, i need a sort of brushed aluminium/scorched metal kind of node for BI, not too sure of how to get the look so am roaming around the web having a look to see what i can find. i have a metallic paint job on the body but the speckles are looking a bit big, i may just bake them to an image then uv map the body work to the right scale.
anyway, the painting so far…
i actually quite like what sketchfab has done to the materials, if i can get that into my acual renders i’ll be happy!
Awesome! Absolutely amazing!
thanks
theres a lot of chrome work that sketchfab doesnt seem to like and it doesnt recognise bezier curves either so the foot pedals are floating! still trying to find a brushed aluminium for the frame, there are surprisingly few tutorials on how to make materials in blender internal, you’d think after 10 year of existance someone would have done some indepth look at how to set them up as i suspect i will need to use nodes, but i am hopeless at that
I’m still waiting for an update from HelloHiHola, I don’t know about you guys but I am looking forward to seeing some finished renders.
yeah i’d like to see HelloHiHola’s fully rendered too. in the mean time, a progress texture update.
still to do, needs the power couplings metalised, and the power effects added not certain wether to go with the default “blue energy” look or try something different. headlamps need bump mapping tyres need a tread, i’m just going to use a bump map/ displacement texture for that. seat needs some work, and the whole thing needs UV baking and then some gimp work to finish. then it needs a proper scene to sit in!
edit, i guess texture baking isn’t an option with nodes. oh well, no matter.
still working away, looking for some ideas for the console, not sure wether to simply UV an image onto it or model something suitably sci fi, guess i’ll have a go at painting it in gimp first and see how it goes. but then ultimatly the thing needs animating so, hmm. as far as modeling goes i think the tank and tail are a bit too flat and blocky looking so i will add a slight curve on there to make it look less like something extruded from the default cube! also i have started on a rider just to add some interest to the final render.
took a shot from the back but had to adjust the lighting and its a bit dark now, will have to look at those settings again.
Had fun with some environmental stuff finally, kinda looks like I have an HDRI in it but I don’t (yet). Still haven’t modeled the feet pieces and need to finish the seat pads. How do I get rid of the fireflies?
looking nice.fiere flies there is something to do with raising the clamp, no idea what that means as i still use blender internal as my gpu really hates working with cycles. a five miinute BI render takes over an hour with cycles, double that when there are metalics in the image!though i think here are some node deigned just to crush fireflies, check out the compositing videos by bartek scorupa on cg cookie
How do I get rid of the fireflies?
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Look out for tiny glossy areas. They are causing fireflies. Reduce their glossiness or use a light path node to let only the camera see the gloss.
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Try different clamp values in the render tab. With clamp you limit the maximum brightness of the pixels to a certain amount. Keep an eye on the highlight when you do that, because clamping also reduces the intensity of highlights.
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Sometimes the despeckle node in the compositor can reduce fireflies if you pass the image through that.
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Overall it could use more samples. It’s still a bit noisy. How many samples did you do with that?
One of you asked for a logo to put on the bike. I’m not much for logos or emblems but this is all I could come up with. You can invert it or colorize it if you want.
hmm will need to find a suitable location, i havn’t considered decals yet at all!
Finally made the feet controls… not sure what those are called! And finished the seat padding.
I put a 7 over 6 logo on my version and made the suggestion that you should create a logo. I have been working on my bike but I am no good at cycles or nodes and have run into a lot of problems.
Like what? What problem do you have with cycles? Render time? Materials?
yeah let us know, no point struggling in the dark, we’re here to help each other out, it’s all about the learning after all
I really don’t understand the nodes and somehow I did something that caused blender to crash. After blender crashed, I couldn’t open my bike file anymore so I posted here in the help forums and got some advice. I had to append everything into another .blend and delete the ground plane before I could work on my model again. I am working on my version of the bike but progress is slow and I am afraid I’ll crash blender again.
Just wondering but have you decided on the next sketch? I’d like to try a hovering vehicle but that’s just me lol.
Yea next will be a sleek air taxi/shuttle that should be a lot of fun now that I’ve learned so much about modeling organic shaped things thanks to this whole project. Not sure when I’ll post it though. Would like to see more of the people on here post full renders though, I see a lot of game engine and editor captures, maybe because they haven’t done texturing yet. I try to work on everything at the same rate so early on I have textures to help me visualize it.
it is useful to save several iterations of your model, so if something happens you can go back to an earlier blend, i have currently 8 versions, begining from the basic body shape to the current final model.
i have picked up a wierd bug though, several of my objects are somehow linked so i cand do anything with them in object mode without affecting the others even though they are different objects. even adding an object in object mode ties it into this little knot of objects!