WIPs and Projects

Hi !

I continue to study rigging.

I 've practiced some recipes from the Blender 2.5 Animation cookbook and added a few ones (driven twisted spin).

Here is the result for humanoid rig.

http://www.pasteall.org/blend/33479

I wanted to practice a bit more before going ahead with the cheetah rig.

Any feedback welcome :wink:

All is explained in the blend file.

Donā€™t forget to reload trusted if asked.

Enjoy !

Hi !

iā€™ve updated the rig for the female character.
A good way to prepare for the cheetah rig and learn new skills.

All updates explained in the file.

The ā€œbonesā€ work is finished, next is to focus on shape keys and facial rig.

Enjoy !

Have good blends !

Humanoid armature :

http://www.pasteall.org/blend/33533

Auch! The link goes ā€˜errorā€™!

And so: How did the ā€œHumanoid armatureā€ work out?

Well, iā€™ve been delogged, so i lost my text explaining the project.

Shortly :
Blender + Cycles
150 samples - WIP



Hi,
some updates on the house :

Sculpts made with the multires modifiers. Each stone is about 1 800 000 polys.


This one has simplify, because it makes millions of poly.


The stairs


I did a retopo and baked the AO + normals maps, then loaded them in Cycles.
Each stone is now around 200 polys.
I Worked on lightning and compositing.

Here a first render

and another one, with changes in lightning and compositing.

Still some details before final image (grass, sky ā€¦).

Would ask a lot of questions, I donā€™t know where to start.
For example, the normal maps in cycles are not like in internal. Theyā€™re like soften and donā€™t deliver all the details like in internal. I feel like i sculpted for nothingā€¦
May be itā€™s my node set up.
Well, any advices or comments are appreciated.

Thanks for reading.

Hi !

Here some renders.
Still some details to fix before calling this done




A bit of compositing


Any critics and comments are welcome

Thanks for reading, hope you like it !

Hi !
Something iā€™m working on, for Unreal.






:slight_smile:

Hi, i have some blends on the grill that iā€™d like to achieve for the end of the year.

Here i have another house, which needs some more shader work, the modeling is completed 90 %

Want to render in Cycles and the car will be the McLaren M4B high poly.


Full size : https://www.flickr.com/photos/lollito/25589934741/in/album-72157647473784841/lightbox/

Turntable
https://www.youtube.com/watch?v=RwQHLvm0gr4
Flickr album : https://www.flickr.com/photos/lollito/albums/72157647473784841

The McLaren, modeled from Photos and in progress too.


Well, wishing to finish these 2 projects before 2017, as i work on my spare time on them and have some other blends i work on.
Like this Leica i modeled last week from photos too.
Still experimenting with the procedural metal and fabric.
The image on the fabric is uv mapped but the fiber is procedural.


More here : https://www.flickr.com/photos/lollito/albums/72157675944364906

Thanks for reading !

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Hi,

some updates on the metal shaders.
I added a pointiness branch in the node setup and dammages edges.
All procedural.


And i setup the compositing and render layers.
I added some effects for fun and they are a little blt exagerated here.
The shader is a variation on the same nodes.


Still a wip.

Thanks for watching !

1 Like

Loving the camera! What happened to the lady and cheetah?

Thanks !
Archerella and her pet will be back for a total remake of the shaders, using Cycles and Quixel.

Hello, iā€™m back with the Mac Laren M4B project.

Images are better than words. Iā€™d just say all is still under construction and is made 100% inside blender.
Nurbs, edge, curve, modifiers modeling + procedural shaders (principle and ā€œclassic nodesā€) + Cycles + Filmic + compositing.
I opted for a night ambiance, using a night HDRI.
Iā€™m currently finishing the detail modeling of wheels mechanic + engine for the final render.
May i will rig it also.


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Iā€™ve updated some modeling, and proportions.
Made some wireframes screenshots.
Not easy because a lack of precise references.
I think everything is in place, i can now finish the last detailing pass.
Then willc come the front wheels mechanic part.
It wonā€™t be 100 % accurate, but i want something consistent and coherent and riggable mechanics.

Thanks for watching !

1 Like

Hello, here some updates.
Here you see the overall modeling (still in progress) and the blocking of the engine.

The engine is BRM.

It is really rough blocking for now, putting things in place

And i started detail modeling for some parts, after applying modifiers (exept subsurf :slight_smile: ) .




All is still under construction and tweaking and some models have temporary shaders.
Screenshots

Iā€™ve also worked the shaders, all procedural andincluding some Principle BSDF ones, lighting + rendering.
16 square samples, 1 HDRI, filmic, denoiser + a bit of compositing.

Thanks for watching !

Hello
Iā€™m having a bit of fun with rigging.
For now itā€™s just preparation and studying constraints.
It was a bit struggling to get the piston inclined at 45Ā°, as all tutorial are aligned vertically or horizontally.
I had to find the right rotation for empties and also put the right paramemter on local (head piston).
Well, it finally works.
Iā€™m not sure iā€™ll use thepiston rig on the car, because it is not visible and hidden inside the engine.
Just for the challenge :slight_smile:
Aside that iā€™ve set up the wheels rig.
All seems to work fine, i can finalize detail modeling of wheel mechanic now.
Piston Rig
Wheel rig

I took a little afternoon break with the mechanic to make this little house.
House modeling
Thaā€™ts not really low poly + bevel modifier, from reference image.
I will leave it as it for now and finish the car.

Thanks for watching !

Youā€™re doing a nice job of it. :slight_smile:

If Iā€™m not mistaken your original roughing out of the engine was for a Cosworth V8 (I recognise that head design from my teen years) but now youā€™re using a BRM. Did they make variants of this car with different engines?

By the way, about your wheel rig: it generally looks good, but I noticed that it doesnā€™t appear model the movement of the anti-roll bar. You seem to have that moving as part of the lower wishbone, whereas in reality itā€™s a torsion bar that is locked to the chassis in the middle, and twists at each end.

Hello,

wow ! i didnā€™t mentioned it and thought nobody would notice about the engines.
Youā€™re right, I started a cosworth, then realized it was a brm insideā€¦ lol !!
Thatā€™s why you see a coswroth at first.

Youā€™re probably right about the anti-roll bar and the rest.
Iā€™m a noob in mechanics and doing it only with photos from internet, and i donā€™t know personnaly names, etc, and how it works in details.
I try my best, but i dont find clear explanation of the mechanism, like blueprint designs or something like that.
Photos from internet always hide some part of the stuff.
And thatā€™s also the reason why it takes so long to finish, i wait to be sure of what i do to make a coherent mechanism, even if not 100 % accurate.
Also, i donā€™t have chassis, for the same reason, i didnā€™t find reference of it, and taking other models always bring problems in cascad.
Itā€™s true that to have a chassis would help me to place pieces more accurately and join the wheel to the ā€œbodyā€ of the car.

Again, iā€™m not used in car in real life, and donā€™t even have one, and this is my first car modeling.
Any comments or help is welcome.

Thanks.

thatā€™s my reference for the engine

Not easy to find the same model.
The car is a 1967 model, and during the season they change things on the car.
Then you donā€™t have 2 references that are identical.

image52

These are the only reference i have, so it will be a simplified model.
I donā€™t want to make the inside.