Showing posts with label 3d designs. Show all posts
Showing posts with label 3d designs. Show all posts

Sunday, March 28, 2010

Another vintage to be unlocked!


This month of April i've just release my old low poly 3d work which is pretty old way back around my college days, simple poly but lots of texture work. I've just uploaded at my website (http://www.supermotoxl.com) and can be downloaded by unlock the QRCODE. The truck code named CHEETAH comes with 3 stage kit and only available for 4x4 EVO2 simulator. CHEETAH came along as same batch as DOBERMAN model the one published a month ago at 'unlock' section.

Thursday, October 01, 2009

http://www.SupermotoXL.com maintenance


Well i'm sorry to all 3d modeler,4x4evo community and fans around the globe who deperately wanted to access the site to grab and seek resources at my website. I'm currently doing extensive maintenance and re-enter few critical data which i haven't been doing some web housekeeping for many year. Hopefully it will be back online by next week. So do keep intouch with me via blog. The http://www.supermotoxl.com will be back in style soon. Thanks

Wednesday, August 12, 2009

4x new wheel designs for XAVAGE and X3-SIXTY

Being bored on the desktop i'm messing around with Z-modeler see if i could come out another additional idea to design wheelsets for both "XAVAGE" and the good old shorty "X3-SIXTY" models using same design falnge pattern both inverted and vice versa looks. So i made 4x units with different looks. I haven't reach the texture UV Mapping yet but shown here is drafted design for all four unit. I try to maintain the same design taste for the wheel flange just like used on previous 1st batch of X3-Sixty and early version of XAVAGE with "half-wall straight face" design. Buts its harder to create perfection taste on its looks than just imagine about it. I'll see hoe it goes on the next step after UV MAP process.

Monday, March 03, 2008

2 days to go!!!


Here another teaser for the 2nd variant of ZEN: NO LIMIT edition. Since its hidden behind the bushes you can imagine how it looks like in full looks. We'll reveal after this. Right now we have 4 more hidden puzzle to be revealed.

Thursday, February 21, 2008

R/C style stadium truck wheelset


I've start making some wheel set in preparation to create another variant of MAXXIMUS models. I expect to start with two new variant. As shown are new wheels which much bigger and bogger for stability and R/C style for this new variant. This time you'll see how unique it will look at final stage during UV mapping and texturing. I will prepare two unit wheel first.

Wednesday, February 06, 2008

PART 20: Body mesh revision.

Well i think thats about it for the early phase of the truck construction. I'm now checking for any missing meshes, defects or anything that is out of my design spec. If everthing looks ok and perfectly done on haf side of the body and parts meshes then we can continue to another phase of detaching surface for vertex surfacing finishing and created duplicate on half side of the body and parts. I can't wait to finish it up because this is the part where we can see the 1st drafted glimpse this unnamed super truck.

PART 17: Blevel the door

Create width thickness of the door slabs and outer shell slabs.

PART 16: Metal like ducted floor panel

To make the interior looks more attractive and industrial off-roading looks i decided to add extra poly work on floor detail. Hole drilled metal style floor panel. It looks cool!

Tuesday, February 05, 2008

PART 15: The dashboard panels

I made a pretty quick modelling on the essential parts inside the cockpit, mainly are dashboard components made up from basic shapes starting from ovalic surface for dashboards, tubular object for gauge meters, gear sticks, pull type e-brake knobs and etc. Others are foot pedal and rear view mirror. The other detailed will be rendered in texture work.


PART 14: The seat construction

Here's the seat design, i just wanna plain and simple to models and just looks good as stock design seat for a pickup truck style. Hoping this one uses less texture space and looks well rendered on plain DX8 style rendering in games..very at least.


PART 13: Interior walls

Back on my on PC again! This time my i'm free from tooth ache! Thank god and the dentist! I'm woking on making some interior models of the truck. The inner cockpit, i start making wall first. I cut out the exterior door, flipped the suface in and bludge inwards to make a proper hull and interconnect with other walls inside. The panels glass position remains unchanged. The floor and wall will optimised the use of low polycount so that it wouldn't lag much in games.