Very cool and well-designed task. The only but is that it is quite complicated for beginners. In particular, it will be difficult to make a fabric canopy, etc., in any case, I really like. All very realistic and interesting.
So let's go! 😁
Hello!There are no deadlines. This is not a contest or an obligation. On the contrary. This is a kind of sandbox in which everyone can try their hand. How much time do you need, so much and do.Look at our previous virtual project for visualizing the seat in the subway car.The purpose of the project, not a banal work on the result, but the opportunity to practice, learn.At us you are not given to yourself and are not left alone with your problems. You can safely ask us questions that you have when you are working on this virtual project. We will help you, we will.For more details, see Virtual 3d Freelance on RenderStuff😉As for the terms of the project, everything is described in the TOR, a virtual customer. Consider this ad on a freelancing website.Your task is not only to implement it technically, but also to understand what the client requires of you.If you need additional sizes, there are questions about TK, etc. Then ask the question officially, to the client. Write "Question to the customer:", etc., then he, if he deems it necessary, will answer all the questions officially.Speak the way you would talk to a real customer, and we, we will formalize this as an official question.If the question is no longer to the virtual customer, but already to the implementation of the order itself, then, of course, do it in a free, friendly form. In general, as usual😁As for the 360 virtual panorama, the overview from all sides is completely irrelevant to it. This is called the Turntable and is done differently. It's just an animation.How this review looks like, you can easily look at a real example. Come to our store of 3d models and go to the page of any of the latest products, presented on TurboSquid. For example, on the 3d model Retro Motorcycle with the Stroller, and there, on the product page, from the top find the thumbs, and then, go to the latest, with the digits 360 (preferably not in Opera). We will tell you how to do this, but not earlier than one of you will reach this stage. In the meantime, start making a model😉
MOPs - thanks a lot for the scripts, I'll know. 👍PS / While I'm in the middle, and you catch up with me - gus_ann already dissect on the bike by your "store" on the site will be😁... ContinuationBUILDING A DIMENSIONAL MODEL.You can download additional references from the manufacturer's website: www.lexus-trike.ru/instruction.zipI will build the model only from primitives. It will serve only as a visual basis, in the future primitives will be replaced by high-polygonal details.1) I built wheels according to the size of the customer, placed accordingly and "centered" on the photo. Because This is not a drawing, there will be slight distortions due to perspective, etc. Additional yellow rectangles serve no more than guides, they exactly correspond to the numbers.2) I made 3 cylinders, I think they are the same, although the front can be bigger than the others (I'll leave it this way so far). Because The cylinder on the side is the same for all sides - the diameter was made according to the drawing.3) Added a bicycle frame and a fork.4) I'll tell you in detail how I did it. For the first time I applied the modifier [XForm], very much helped by the article written by Renderstuff: http://en.renderstuff.com/reset-xform-utilita-i-modifikator-v-3dsmax-300/#1285. I built a circle with a diameter of 190 -> transformed into a redline -> removed half the circle, gave the rest of the thickness (I selected it according to the picture, but rounded it up to whole values) -> applied [XForm] (with it I rotated and matched a semicircle In fact, he remained in a high position)-> applied [FFD 2x2x2] (with his help bent into an arc being guided by axial cylinders)-> the central frame (the spline that gave the thickness)-> applied [FFD 3x3x3] and bent it using modifier control points-> [XForm] - turned it matching by photoFront fork - three splines with a thicknessSplines themselves without thicknessThis is the entire frame of splines (thickness off).View from "all" sidesAlso for the first time for the order applied [Layers] - be sure to use (for grouping, selecting, excluding from rendering, "freezing" and hiding the necessary groups or objects)....I paint for people like me - they want, but my eyes are afraid 🙂 JOIN😉.
...Looked at the manufacturer's website sizes, they are slightly different: the diameter of the front wheel is 25 cm, the rear 22Cm, the width of the front tires is 7 cm, the rear wheels are 6 cm. The size of the bicycle is 86 x 50 x 112 cm. According to these dimensionsRemade the rear wheels and combined photos on them (I think that the rear wheel is less distorted by the perspective,Although a piece of tire is still "peeping").1) I looked at the references with instructions, this made a mistake in the length of the central frame. At the customer sheLonger. Fixed using another modifier [FFD 4x4x4] - stretched the frame and added curvature. WhyI use modifiers and I do not curve on points of a spline? Because the modifier bends the surface throughoutThe length is smoother and if that does not work, you can always delete it without touching the object itself. I also move the points🙂, But not at this time.That's what the frame looks like after the fix:2) Added a guiding rectangle (86 x 50), aligned it along the front wheel. It was also addedThe rear part of the "handle", lowered it slightly lower, since there is attached the "steering rod" to the front wheel.Thrust:3) The rectangle is again in height (112 cm). I continue modeling the handle. All these are splines with thickness from the photo.
4) Another guide for the "handle" and the "handle" itself. Procss -> rectangular spline for half of the future-> removed the top and side segments -> The top point moved to closer to the middle -> angledRounded by eye with the help of [Filet] -> gave a thickness -> moved points within the frame, mirrored, mergedtogether:5) These are types of "all" parties:
I tell 👌Immediately I will say that Boolean operations sometimes lead to a not very beautiful grid topology of the object, so this method will only do the seam. To do this, make a copy of both cylinders, with them and work. You can temporarily hide the originals so they do not interfere.So there are 2 cylinders on the intersections of which it is necessary to make a seam:It's not difficult to do. We would have a spline, repeating the seam line, would give it the desired shape of the seam.That's it and get it😉Select one of the cylinders and in the drop-down list of primitives choose Compound Objects (Composite objects), click on BooleanIn the object settings, you must select the way to interact with the second object.There are 5 ways:Union - Joins two objects into one and makes a common mesh with a seam at the junction.Intersection - Leaves only the intersection area of objects, the rest is deleted.Subtraction (A-B) - The second (B) is subtracted from the first object (A) And only A remains without the part that intersected with B. In is deleted.Subtraction (B-A) - similar to the last point, but operands A and B are interchanged.Cut-object A remains, but at the intersection of object B a new edge appears. And there are 4 variants of the result of the resulting parts: Refine, Split, Remove Inside Remove Outside (remove the outer part)Any of the ways you can achieve the desired result. I chose the one I did not work with before - Cut 🙂Next, select Pick Operand B (select the second operand) and select our second cylinder.As a result, I received a beautiful blank, from which I only need one face. I convert the object into EtidablePoly and select the Border sub-object. I create Create Shape.All. The spline is ready. We no longer need the boolean object, we delete it.Spline made Enable In Render + Enable In Viewport, twisted the thickness.Done.In general, the writings for an hour. Delov for 1 minute😁Try it, gus_ann!
Hello everybody! Congratulations to all involved, the case is moving 👍Since the beginning of the topic there have been several questions and, since. I did not have the opportunity to comment on them at once, I will answer them at once. I think they will send not only those who asked them.About the dimensions and dimensions in this paper, you can absolutely not worry. Why - because we work for the result. The result is the "twirl" is great in the site display (correct?😁) and it imposes some simplifications in terms of accuracy. Nobody will ever know how many millimeters this or that part is, because It is not necessary in principle. Plus, since it's about ordering, then as a rule, the customer of such products (animation for the display case) does not have the time to take photographs so carefully. About the gossamer, I generally keep quiet. And even access to products can not be, because The customer is just a manager who is tasked with sitting in the office to issue a product page. Therefore, the presence of dimensions in this work is very valuable from mOPsa 🙂 In the future, ask the customer for more materials, although this seems logical, it is not necessary.Creating a dimensional model of primitives is a cool idea. However, I personally do not do this so as not to waste time on (conventionally) unnecessary thing. I would make a model of the wheels. They are round, they do not need dimensions. Next, the body model and model of the steering wheel, for example. After that, placing them roughly according to the general reference in the right places, I would continue to poke around with the frame and all the details. So, all the boundary parts would greatly limit the space for further reproduction, keeping the proportions. This approach is not precise, it implies the absence of dimensions and you can easily miss out on some dimensions. But close to the severe non-reference reality 🙂Nevertheless, however it may be, in the modeling of mechanisms, the primary task is to dock all the details, and this must be constantly monitored. After all, if you see the right angle of the slope of a crossbar, then when you decide to fix it, then there is not enough length to fit into another cross. By the way, in this case it is necessary to use the Parent mode of the function Reference Coordinate System (the drop-down list at the top of the max). When you work with vertices in the sub-object Editable Poly, then with such a coordinate system, all selected and moved vertices will move along the original axis of the object, rather than the world coordinates.Gus_ann, it is necessary to optimize the grid uniquely and from the very beginning. There is nothing worse when you reach the limit of polygons, on which nothing can be rotated. Then to return to each object and to cut it will be much more laziness, than to reflect on density of each new grid at creation.V-Ray is fond of imposing polygons only when the polygons match perfectly with each other. Those. If we take two tubes identical in diameter and "hit" one on another, then the intersections of identical polygons will be rendered black. This must be avoided. Although there is a little trick. If the resolution of the picture is not very high (up to 1200), then you can apply the Push modifier to one of the handsets and blow it up or blow it out a little. Polygons will cease to 100% coincide, and the difference in size on the renderer will not be noticed😉The frame joints would be beautifully decorated with welding simulation, as demonstrated by mOPs. This welding will not be literally visible on the render, but subconsciously the picture will look more realistic. The only correction, after the Boolean, is to select and remove the senseless vertices that it leaves after its work due to the fact that it does not operate with polygons (squares) but with triangles (even if they are not visually present). These points can spoil the mood at the stage of mapping and rendering. In general, in an amicable way, and details, and welding, and connections, you need to make a solid surface, for example in SubD, but in this project it's just superfluous. Not superfluous only if suddenly someone wants to make a "candy" for close species.The visor is easier to do with SubD modeling. I remind you that this is a low-poly model with MeshSmooth, TurboSmooth or Use NURMS Subdivision option applied.We make a multi-polygon model of each piece of the accordion (orange, green, blue), do a sweep. Next, bend (manually, vertices, shown in red) visor in a folded state. We start a double loop (with the help of Cut) across each ring of ribs (lilac dotted line). The essence is ready. Further, after one or two iterations, the subdivision is chaotic (you can creatively😁) pull the dots to give the tissue heterogeneity. If you really want to save time, then apply a weak Noise (modifier). To simulate the bent stitched sides, apply Shell (modifier) and manually inflate, stretch the edges. In general, that's all. The main thing is not to forget to monitor the mapping so that it does not bring down. If some kind of operation spoils it, then you need to cancel it and do it by an alternative method.
Hello!Gus_ann, in general the question about "studio or not studio" is not quite clear😁We need a result, but in what way is a subjective matter.It all depends on the specific requirements.For example, from TK, it is not clear to me whether shadow is needed under the object?That is, should it be rendering the whole scene, including the white environment, or is it just a carved object for pasting on a white background?From this, accordingly, it depends, it will be a white studio, with all the nuances of lighting or the lighting should be abstract, up to the usual HDRI and rendering on a transparent background.I advise, to clarify with the customer what exactly he needs. Moreover, without fail, ask him for an example of such an object, so that it is possible to understand what kind of lighting and pitch are being discussed. Now, this information is only in the head of the customer. You do not have to guess. It needs to be clarified.Usco, if you try to understand the essence of baking, you will realize that this is not a good idea at all, not only for this situation, but in general for photorealistic rendering.Suppose that all lighting is set to the current camera angle. Hence, glare, light, etc., are good from this perspective.Imagine how ugly the object will be, on the other hand, opposite to the current perspective.No glare, a backlight or lack of light, a reflection is unclear why, on glossy details, etc ..Now we bake it all in texture. That is, we get an object on which one side is tuned to the current view, and it looks excellent, and the other one is lighted anyhow or not illuminated at all.There will be something like this:About turning, together with the object, baked glare, generally silent😁
Hello!As for Burn value, it should be a maximum of 0.55. When Burn value is equal to one, it is no longer Reinhard Color mapping, it is pure Linear multiply. And that's what's going through your scene. This can be seen from the shadows, which should be soft. Their borders should not be visible. At you, borders of shadows very precise. Like some puddles under the great😁The same goes for antialiasing. Super bright pixels, fired Linear multiply white background, V-Ray just can not smooth out with dark pixels the outlines are great. Here it turns out this kind of toothy.So, as you render and save, the image is not in HDRI, but in LDR format (png, jpg, etc.), especially considering that you do animation of the turn, then you definitely need to do LDR rendering. In particular, put daws on Sub-pixel mapping and Clamp output. This will solve the problem of "toothed" contours.As for the visa itself, lighting, mats, etc., then the object, on such a bright background, can not be so dark. Now, the lighting is great, does not match its surroundings, and it seems millet cut out and pasted on a white background.The first thing you need to do is get rid of perfectly black materials. So it does not happen that the object was like a black hole, completely absorbing light. Make them lighter, dark-dark gray. Also, add glare on them, as many materials, for example, plastic on pedals and a basket from behind, you have a perfect matte finish. This is also not realistic.Then, pay attention to the front wheel and part of the metal frame under the seat. Segmentation is clearly visible on them. Add an Edge, or simply apply anti-aliasing to these objects to have soft rather than square shapes.In addition, on the wheel I do not see the protector, not the texture, not the geometry. In a good way, it should be, and should be viewed. Now the wheels look like flat black spots.Now the lighting. In principle, you are on the right track. As for the first time, it turns out very much even nothing. But everyone who tried to master the subject visa could not accept that the imitation of studio photography is possible only when, firstly, it is before you as a reference, in the second you are at least acquainted with the principles and techniques of the studio Photo.I suggested earlier and now insist that before imitating a studio photo, which, no doubt, is a white studio, it is necessary to get acquainted with how real photographers do in real photo studios. Of course, this will have to work. Read articles on photographs, look for tutors, for studio photography.What do you do next, except for the indicated shortcomings in geometry and materials?You need to find a cool example of studio photography of such an object. Not necessarily a child is great. You can motorcycle, mountain bike, etc., to take him for a landmark. Then, find a couple of lessons in studio lighting, the benefit of such tutors, for photographers, a huge amount, and decide on the scheme of lighting your object.We have a whole theme on studio 3d renderings in V-Ray. You can right there share your research, in photo techniques, and together we'll decide which method, which scheme of real studio lighting will be appropriate in our case. Then decide how to imitate it with V-Ray tools and only then, you can create our virtual white studio to render the object on a white background😉