Viper

This is something that I made in my current wip, but haven’t received much critique on. I like to call it “Viper” :smiley:

pictures with dramatic lighting and background

http://drhavanger.googlepages.com/pc8.jpg/pc8-full.jpg
http://drhavanger.googlepages.com/pc9.jpg/pc9-full.jpg
http://drhavanger.googlepages.com/pc10.jpg/pc10-full.jpg

pictures with hemi light and gray background. I don’t know why there is a pink streak in them.

http://drhavanger.googlepages.com/f3rd-alt.jpg/f3rd-alt-full.jpg
http://drhavanger.googlepages.com/front-alt.jpg/front-alt-full.jpg
http://drhavanger.googlepages.com/side-alt.jpg/side-alt-full.jpg

wire frame
http://drhavanger.googlepages.com/wireframe.JPG/wireframe-full.jpg

I want to make the gray box in the engine to be more of a curve like “(” or “)” but don’t really know how to do that, was also thinking about making the same box color be chrome but decided against as i couldn’t make it look very good :o.

I’m also wondering when using loop cut if there was a way to just use it one one face, and not span the entire object.

thanks for looking and any advice. keep in mind i’m still a beginner, so i would appreciate any tips on how to make suggested changes.

Render the picture with Ambient Occlusion.
http://wiki.blender.org/index.php/Manual/Ambient_Occlusion

@Juggler: thank you for the suggestion

Here are the pictures with AO at 5 samples and rendered with Yafray

http://drhavanger.googlepages.com/f3rd-ao.jpg/f3rd-ao-full.jpg
http://drhavanger.googlepages.com/side-ao.jpg/side-ao-full.jpg
http://drhavanger.googlepages.com/front-ao.jpg/front-ao-full.jpg

Added a grill and air jammer (don’t know what to call it).

http://drhavanger.googlepages.com/V13.jpg/V13-full.jpg

Edit: Oh, and changed the paint job slightly

By the looks of your render I am not sure that ambient Occlusion is turned on: the shadows would have a certain graininess to them and in your previous post with the pictures with the black background we should be able to see way more of you model. Just above where you set your Samples for AO make sure you have the Ambient Occlusion button activated. Otherwise could I see a side shot of the model with the lighter background please?

As for you loop cut question try pressing Shift K with all your vertices’s you wish to modify selected and playing around with that function… its called Knife Subdivide.

Hope it helps,

ZVWolf

looks great :slight_smile:

@ZVWolf: Here is a picture of my AO settings. It appears that it’s on. Here is side picture with hemi light and light back ground with AO and BI render, here is same pic with same ao setting but with yafray render

@JESUSFRK14: Thank you! :cool:

no problem :slight_smile:

Yep settings look fine - must be the lighting but thats OK… anyway the model overall is looking good so far. Now you had a question before:

I want to make the gray box in the engine to be more of a curve like “(” or “)” but don’t really know how to do that, was also thinking about making the same box color be chrome but decided against as i couldn’t make it look very good

Is this the sort of curve you were looking for?
http://www.zanev.com/blender_renders/rectangle.jpg

If not - do you have any reference images of what you would like it to resemble?

As for the chrome material - if you haven’t already - check out www.blender-materials.org
and do a search for chrome… i find even if it isn’t the right sort of chrome or not exactly what you wanted it gives you a good starting point.

Keep up the good work mate.

ZVWolf

@ZVWolf: thanks for the showing where i can find out how to do chrome, i’ll look into it. with regards to my curve question, your example is somewhat what i had i mind. when i make something, i start out with a basic object (square/plane or sphere/circle) and i extrude and drag to form what i want it to look like. the problem with that is that the objects that start from a square/plane generally have hard corners and objects that i start from a sphere/circle generally have softer corners. now it’s easier to make hard corners than softer, or more round corners (i use the loop cut tool a lot). now, if i started with a flat plane and wanted to have half a bubble come out of the middle i would extrude a few times and scale, though it doesn’t get a good round look to it, it just looks horrible. is there a way to achieve this by only using one object (i used a plane and a sphere, both separate objects?

There are 101 different ways to go about things (I am sure there is a saying related to that) and in blender generally we start with a primitive mesh - i.e your plane/cube/sphere/circle.

I think the main thing to do (or what I do) with a problem such as you presented (circle and plane) is to think of what you want it to be first and then decide how you are going to go about that… for example: 90% of a model may be in cubical form and the rest spheres but it might be alot easier to start it as a sphere instead of starting with the obvious cube - though like i said earlier there is 101 ways to go about any sort of model (in most cases).

As for your specific problem - here is how I went about it:

  1. Start with a UVSphere
  2. Remove the bottom half of it
    http://www.zanev.com/blender_renders/half-circle.jpg
  3. Now select the bottom lot of vertices’s and extrude them outwards away from the circle (I do this by click extrude and then without moving any vertices’s press Enter and then use the scale tool move them outwards).
    http://www.zanev.com/blender_renders/circle-mod1.jpg
    4.Then I select 9 vertices’s on one side of the extruded edge and scale to 0 on the axis which runs through it so that they form a straight line. (In the case for the screen capture below it would be the Y axis.)
    http://www.zanev.com/blender_renders/circle-mod2.jpg
  4. Then on the opposite side select 9 vertices’s and again scale them to 0 on the intersecting axis (Y in this case).
  5. On either adjacent side to the now straightened out vertices’s select one sides set of vertices’s and scale to 0 on which ever axis intersects and repeat for the opposite side. The result so far should be something like this:
    http://www.zanev.com/blender_renders/circle-mod3.jpg
  6. Now to finish it off so that it has nice sharp edges like a plane should have select vertices’s on the side which was last straightened out including the one from either adjacent side and scale 0 on which ever axis intersects like done in previous steps. Then repeat for the opposite side.
    http://www.zanev.com/blender_renders/circle_mod4.jpg
    8.And that should be it… you can then extrude or resize it to make a smaller or bigger plane … make a cube… what ever else you desire.

http://www.zanev.com/blender_renders/circleplane.jpg

That is just the way I found to be easiest for the presented task but I am not sure what you have as the end result in your head so perhaps that is not the best way to go about it… i am not sure… but like I have said… it is one possible way.

Hope it helps!

ZVWolf

P.S Sorry I am not very good at writing tutorials but hopefully you can understand it

@ZVWolf: thank you for the tut, it was good and i was able to follow it. the reason why i started with the plane first is because i can’t really re-model my object around such a small part of it, i just may end up removing it in the end, but thank you again.

I added the wording VIPER III to the side. After i completed it i realized that the object is mirrored and so is the wording that i added. :mad::frowning: i spent some time on it and i’m not going to remove it just yet, i’m sure there has to be a work around, maybe some how mirror the mirroring of the wording so that it’s readable on the other side, i dunno.:frowning:
http://drhavanger.googlepages.com/withname.jpg/withname-full.jpg

I am not exactly sure that I understand what your getting at but I am assuming you are wanting the words ViperIII on either side of the vechile… if so I would create the logo for one side and then using the mirror function in blender — Ctrl+M — mirror a duplicate and move it to the other side.

The VIPERIII looks good…

Also I thought as much with the tutorial I done… that you would already have the model made which you wanted to add the sphere too - I haven’t looked into how you could do it that way… perhaps a boolean thing could be used I am not sure.

Good work so far!

ZVWolf

I am not exactly sure that I understand what your getting at but I am assuming you are wanting the words ViperIII on either side of the vechile

right, i’m wanting it to be on each side, but because i modeled it on an object that is already mirrored, it is appearing backwards on the opposite side (the mirrored side).

if so I would create the logo for one side and then using the mirror function in blender — Ctrl+M — mirror a duplicate and move it to the other side.

i don’t know what you mean by creating a logo, do you mean creating a logo with a who new object (i.e. plane)

The VIPERIII looks good…

Thanks! :smiley:

Also I thought as much with the tutorial I done… that you would already have the model made which you wanted to add the sphere too - I haven’t looked into how you could do it that way… perhaps a boolean thing could be used I am not sure.

I don’t know what boolean is, you’ll have to explain futher, sorry :confused:

Ok… My critique:

  1. The material needs mirroring and more hardness, as it is a metal.
  2. Your model could benefit from subsurfing, the edges aren’t too smooth right now. To make edges sharp with subsurf either add an edge split modifier or use crease (can be adjusted in edit mode through N key).
  3. Well, those are the main things… As you prgress, you might want to add more detail…

Yeah, and are these renders, or screen shots? They look almost like screenies…

@Hx01: 1. I know how to do mirroring, how do i do hardness?
2. You are reffering to SSS? not using sss atm per it increases render times. i don’t know how to do edge modifier or use crease, if you could explain more, thank you.
3. yes, i plan to add more detail as i go along, little by little

@Guitar87: yes, they are renders

Allright…

First of all, I highly recommend you to watch the video tutorials at http://blenderunderground.com/video-tutorial-list/ . They give you a lot of information about Subsurf and other mesh tools you may find really useful as you progress.

But:

  1. Mirroring can be found under “Mirror Transp”-tab in material buttons. It’s referred to as RayMir. You might want to search some place for a tutorial covering this more. Hardness and specularity can be adjusted in the “Shaders”-tab in material buttons as well. Specularity controls the overall reflection and hardness controls how the specular area looks.

2.No, SSS would be complete waste of render time for a car, I’m refering to “Subsurf”-modifier (modifiers can be added in edit buttons-window), that is a really good tool for making your model “virtually” high poly, but not making it harder to model. It’s a really good feature especially for smooth edges and organic modeling.

Just watch the tutorials on Blender Underground, I thought I knew a lot before watching them, but I learned so much new anyway.

@Hx01: thank you for the quick reply and explination, I’ll check out that link when I get home to night. There were some vid tuts that I tried to watch from blender.org, but didn’t have the correct codecs (seriously, who posts a video with out posting a codec, how unprofessional!)

Checked out that blenderunderground.com video tuts and they are the best that i’ve seen thus far. Shame they aren’t posted in the blender.org site

found out how to do the subsurf mod, and it made any straight line i had not straight, so that’s going to be a pain, i just may have to learn how to uv map