365 Hard-Surface Models (Day 22)
This one is rather lacking on the detail but I don’t have the time to do that today. All I needed to do was convey the general idea of the object. Some sort of blast hatch.
This one is rather lacking on the detail but I don’t have the time to do that today. All I needed to do was convey the general idea of the object. Some sort of blast hatch.
Alright, well since I didn’t get to do any of the models for the past 6 days, I did them all in one day instead. Oh yeah, I also managed to make a separate model out of the smaller ones, effectively kitbashing. So I guess this was 7 models? Either way, I had fun making it and happened upon a very cool site for hard surface reference images: http://www.directindustry.com/ While the site itself wasn’t intended to be used as a reference site, it sure as hell works as one.
I also decided to include a color-coded image to show the individual models:
This next week will be even more crazy so I might end up doing another one of these amalgamations later on.
Yet another double model post. Wasn’t feeling great yesterday and decided to skip it and just do 2 of them today.
Day 13 is some sort of rivet or socket thing:
Day 14 is a metallic plating or cap piece:
Yay for kitbashable nurnies! (translation: I get excited about odds and ends)
*cough* Well, I somehow missed yesterday’s model, so I am just extending the model from Day 10 to be a truncated modular set. Might add more pieces later, but for now, this will do.
The curved piece looks slightly funky despite it being a perfect curve.. *shrug*
I was finally able to fit in some more detail on this one. Also, I included an animated GIF stepping through my modeling process. Fun, huh?
Workflow:
Well, I keep finishing these things way too late so I skimp on some detailing, but you get the general idea. Electrical switch box.
I have always had this bizarre love for hubcaps. They remind me of futuristic jet engine exhausts. So here is one of many I am likely to post. 100% quads, all one mesh, no floating geo. There is a satisfying feeling from creating a smooth mesh without floating geo. I raise my arms in triumph.
To better illustrate what is going on here, since some of you have asked, I updated this post with the unsmoothed wire:
The smoothed mesh is a NURBS model (I think 3ds Max calls it NURMS though). Non-Uniform Recursive B-Spline. Think of bezier curves or, better yet if you’ve used them, b-splines. Take 3 points, make a 90 degree angle out of them. A b-spline takes the angle, averages the distance and turns it into a curve. Manipulating those angles will give you a smooth curve, however you desire, with less underlaying geometry.
I know I forgot the bolt sockets. Didn’t have the time to add them.
A little late again, but it’s not a strict deadline. It’s only 30 mins after midnight. Going back to the mechanical stuff here. I do love machinery.
Somewhat of a re-post. I took the same theme from Day 4 and sculpted it in Mudbox instead of ZBrush. The end result was much better, and makes me wish ZB had a tool similar to the ‘Scrape’ tool in Mudbox. Quite a shame, really. It’s really the only primary advantage that I feel Mudbox has over ZB. Anyway: