Showing posts with label meshes. Show all posts
Showing posts with label meshes. Show all posts

Saturday, August 22, 2009

Building the Ipod killer



So what's up with me doing stuff very late at night when everyone still sleeping? "I'm building a super prototype handheld device that can kick IPOD, Nokia or what every handheld, pda or what so ever in the market. Still in production so can't say much right now.

Friday, July 24, 2009

Big block ventilation on XAVAGE design


It took me a week to think about consequences having the idea to recycle the cockpit design meshed for the use other of my upcoming car design then being inside XAVAGE. I've some plans building 3 more new design using the same cockpit design but with implication having different engine setup and placement mount. Because all of them having V12 size engine cramped behind driver seat and need extra cooling and better air circulation for the driver itself generated from outer vent to both inner driver space and engine so i decided to add extra ventilation system just behind the driver seat which act as rear coolant because the air intake is just near by beside the external door. Its a new idea for me thus need improvement.

Saturday, April 12, 2008

Apply 3 section painting on 3d surfaces.


Alright you've seen previous stage of 3d models surface normalization process, to day i'm going to continue apply basic color painting onto the models. As always 3 color choices apply to various section of the body surfaces. The color are:

-Silver/grey: for main body
-Dark grey, 90% black: for lines and hollow vents/groove lines
-Drak grey, 50% black: for windows/glasses.

Its looks simple but later on we need to add render to create texture contour. Time for me to hands on photopaint work.

Sunday, March 23, 2008

EXAGE CD 20.0 XL-AM


Yes ladies and gentlemen, a new car on the block in town!
A modern classical retro ready to burn some rubber. I've just started to work on it just after the release of MAXXIMUS and ZEN few weeks ago, it was fast easy and the modelling work is more like "stick to one parts and go!" This month my concentration on making models was on high alert, very much resourceful and timetable well manage. Lucky me! Currently i'm done with the outer shell model meshes of "EXAGE" now working some modelling on the interrior cockpit, this should be easy because interrior parts will reused back from "MAXXIMUS" interrior models. This car suppose to be four seater car with 2 front and 2 at the back because the back is much narrow space so i keep it two seater. Above is sample of mesh work that i've just done after face detaching process to make it looks smooth for vertex shading feature. However i haven't finalize yet what wheel design it should come along since this usually must come with retro muscle wheel design. I'll probably will post my design report on the wheels tomorrow after i'm done with the interrior works.

Friday, February 15, 2008

PART 32: Textured wheelsets

Here a finished textured models for wheels. Its a quick work. Before that i just remove to first outer ring meshes on top of the rivet perimeter to save up the polycount. Then i continue with UV mapping...after that texture work. Most texture work just texturing the rendered center flange, UV mapped then photopaint it..while other parts just used back the previous texture that was attached along. This time i'm not using some high complex nuts, bolts and outer rims bolt rivet for detailing works because these meshes are high poly and would exceed over 6k poly per wheel which could lag on certain PC machine and the game itself.

Sunday, February 10, 2008

PART 28: Photorealistic 3d texturing!! Pure texture work!

Today is my happiest day of this month, even the 4x4 vehicle have not yet fully completed but after hours of heavy texturing work finally the white 3d meshes have changed into fully dressed stunning photorealistic models! Pure scratch made, no special 3d effect, lighthings or any expensive rendering, its just plain texture paint works, hours of sweat, sleepless nights and hours of mp3 music. I here present you the new vehicle models into my family of SupermotoXL Designs. Even texturing work is at only 60% at completion pont it still looks stuning. I'm happy and proud. Its time for internal texturing work.




Tuesday, February 05, 2008

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.


Tuesday, January 22, 2008

Part 3: Sculping windows, fenders, rear bed and body.


I was tired. Tired because i think a lot on how and what kind of windows, bed length, body width and wind shield angle, fenders hull and things i need to shape up the layout of the truck. Today i manage to poke out the meshes into windows sill, bed, fender full and narrow the height of front hood. Then it took me another 3 hours to figure out WHAT KIND OF SHAPE MY TRUCK SHOULD BE?.... I don't want an ordinary everyday truck that you always see in the magazine. I squishing my brain for another 10 hours thinking of a design with my usual touch just like other models. Was thinking getting the "X" trade mark on frontal and rear end of the meshes. A little "XL" taste. Today task was well spent! The 3d meshes of basic layout truck enough to proceed the design into next stage. I skipped my lunch..that was bad... eerrgghh..tummy growling..lol.