Well, a bud shared some cool tips in how to do this stuff very easily, and though I did not master the texturing by any means, hey... it's a Space Corridor, well, sort of http://www.talkgraphics.com/images/smilies/biggrin.gif
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Well, a bud shared some cool tips in how to do this stuff very easily, and though I did not master the texturing by any means, hey... it's a Space Corridor, well, sort of http://www.talkgraphics.com/images/smilies/biggrin.gif
Well, a bud shared some cool tips in how to do this stuff very easily, and though I did not master the texturing by any means, hey... it's a Space Corridor, well, sort of http://www.talkgraphics.com/images/smilies/biggrin.gif
Cool Gidgit http://www.talkgraphics.com/images/smilies/cool.gif
Now all we need is one of Mike Bailey's creatures coming down the corridor http://www.talkgraphics.com/images/smilies/smile.gif
Thanks Ed... I dunno bout that, though it would be a cool idea indeed... would fit right in with the space/scifi subject matter no doubt http://www.talkgraphics.com/images/smilies/smile.gif
Well, I changed the shape of the hull for this ship some and thanks to some help from some good folks on another board, I managed to change the focal distance on a cam in CE so I could use it, and thus save my work... I used v8.5 trial for above pic, and this one below is done in CE...
I have to rework this hull as well as I noticed a few areas which will not work out well when further adding on more corridors and open areas... It is intended that this space station will be round with a center hub when completed, though I really don't know if my measly little puter will allow me to have the whole thing up at once... haha.. ah well, we shall see what we can do with what we have... may have to get inventive with some low poly modeling and some mapping from the high poly parts... ikes http://www.talkgraphics.com/images/smilies/biggrin.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
Coming along nicely Gidgit ... can't wait to see more. I always have been a sci-fi nut.
Very cool model Gidgit, what is CE ?
Hi Mike... thanx... CE is C4D v6 CE... it was the freebie given away on 3d world mag #43...
It isn't as nice as v8,5 but now that I have played with it more I am falling in love with it... it plays nicely with the files exported from Wings3d... I have all but thrown away Carrara Studio, and am now really leaning into C4D full time for hypernurbs,texturing and rendering... too funny... took me long enough eh http://www.talkgraphics.com/images/smilies/biggrin.gif
Hey gidgit - is this the same Gidgit that made me feel bad about using CD4v6CE? http://www.talkgraphics.com/images/smilies/smile.gif
As in "We need more C4D experts around here... did I just say that ? haha, really funny"
Could not resist this - all in good fun.
So for all us budding C4D folk is there a tip to this? and if so give us the run down.
All the best http://www.talkgraphics.com/images/smilies/smile.gif
Turan
haha, just got in the door and read your post Turan... it put a smile on my face http://www.talkgraphics.com/images/smilies/smile.gif
I didn't mean to make ya feel bad about using CE, lol...just at the time I myself really wasn't all that into it... Carrara seemed to be able to handle all that I required for texturing and rendering... I believe that I was wrong http://www.talkgraphics.com/images/smilies/biggrin.gif ( did I just say that? http://www.talkgraphics.com/images/smilies/wink.gif hehe )
Tip? um, well... model with Wings3D and render with C4D... how's that? haha http://www.talkgraphics.com/images/smilies/biggrin.gif
Seriously, there are quite a few here at TG who have far more experience with C4D than I do, so I am really not qualified to give tips on C4D just yet...
though the box modeling in Wings3d tip is a real good one no matter which version of C4D you are using, as it was built for this specific purpose http://www.talkgraphics.com/images/smilies/wink.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
Looking forward to viewing some cool C4D projects from you Turan, and haha, thanks for the raZZ, I deserved it http://www.talkgraphics.com/images/smilies/biggrin.gif
Hi Gidgit, perhaps you could give us a walk through on the various parts of your model and how you made it, Its kinda hard to see what everything is. http://www.talkgraphics.com/images/smilies/rolleyes.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
Oh, whats this space ship look like from the outside?
All good fun. Sorry by the way in all that I said, I did not mention how good the drawing looked.
I'm with Mike for you to give us a break down.
As for a sample of my work, see attached. Mostly I use the tool for work - drawing devices that are still in development.
Turan
See if you can spot any other C4D work over on www.sldi.co.uk (portfolio link)
Hey Turan, very nice looking model ya have posted here...
real nice, and very much along the lines of the type of realism the another member Emanual creates here at TG... great stuff...
and here you would have us believeing that you be just rookie http://www.talkgraphics.com/images/smilies/biggrin.gif Too funny... listen Turan, no rookie just picks up an app and models this kind of realistic model.... So you have now forever lost your rookie badge, and have been promoted to... I dunno... pick a level and pick up your badge http://www.talkgraphics.com/images/smilies/biggrin.gif ( remember, all in good fun http://www.talkgraphics.com/images/smilies/biggrin.gif )
Oh man, did I wake up the C4D gang or what? lol
A walk through eh... haha, well, it started with a cube...in Wings3D... hehe... http://www.talkgraphics.com/images/smilies/biggrin.gif
I selected the front x face, hit F2 and moved said face in, along x, until I had a rectangle... selected the long edges via ring select (G), hit 3 and then c, then hit F12 thus scaled along z to slide these loops (verts) evenly scaling along z... http://www.talkgraphics.com/images/smilies/wink.gif
then I selected a vertical edge, hit G for ring, then 8 and c...
then I selected every other vertical edge along one side and hit G to selct rings, hit f to envoke face mode, the F5 to extrude>region>normal, and extruded out a bit... thus ending up with a base shape like this....
Now then... ye, I know my tut is not really a tut, but... rather just a walkthrough eh http://www.talkgraphics.com/images/smilies/wink.gif http://www.talkgraphics.com/images/smilies/biggrin.gif ( I am pressed for time, gotta go to work in less than an hour )
anyways, now the real power tools of Wings 3d come into play... hehe
I wish to select just the extruded end caps, to extrude out a tad to give some thickness to them...
I select but one face of each of the four different sized faces that make up the end caps here... and then simply hit i which is the hot key set for select> similar... and here is the result... all faces similar have now been selected...
pretty nifty tool this select>similar...eh http://www.talkgraphics.com/images/smilies/wink.gif Let's see some other "big app " do that, hahaha... http://www.talkgraphics.com/images/smilies/biggrin.gif
from there, I select but one face along z of the caps ( the very end face) and hit i (select sim) and thus had all the outside ends selected quick like http://www.talkgraphics.com/images/smilies/wink.gif and then hit alt/i to inset, then hit F10 to scale along z this new inset face to roughly make square... then hit F1 to move>normal these faces out a tad so as to make a flange like shape...then a small extrude for influence purposes, then extruded out a bit for a pipe, then a small influence extrude, then a extrude about the same distance as the width of the pipe, then deselected and selected the front x face and a small influence extrude, then out a bit for pipe, then influence extrude, then same pipe width extrude... now I have the above shape with pipes going out the end caps, said pipes extending out a bit then coming towards the front a bit... the simply selected the two apposing faces which were the same pipe width, and hit j to bridge... then selected one long edge on the newly bridged pipe in front and did a ring select, hit 3, hit F12 to scale along z and thus moved these loops into influence position... remember, the thing about these influence loops is that the closer they are to the bends in the pipes, the smaller the radius of the pipe bend will become... http://www.talkgraphics.com/images/smilies/wink.gif
also forgot to mention I did a inset on the front an back long faces along x where I did not make the end caps... these were for the lights... as shown in the green edges representing hard edges or creased edges in most apps http://www.talkgraphics.com/images/smilies/smile.gif
bla, bla... assigned some colors to the various sections I wished to become various parts, selected then by color and assigned hard edge to certain parts I did not wish to round out upon subding, and then duplicated this whole new object along z and then bridged in the middle via a virtical pipe created... ended up with something like this....
then I duplicated this whole assembly along x, then flipped new assembly along x, then selected both assemblie, duplicated along z and moved into position and I ended up with this...
With the original posting I had simply enclosed all into a set of walls, did a few bevels via inset and extrudes and ended up with the top pic after putting things into C4D for final hypernurbs dividing, texturing, fx and rendering.... etc... and then I felt a need to change the shape somewhat to conform to a more worthy space like cooridor that could be a module to piece together with more, to end up a space station like, so created a new tube looking like this....
here's the boxy tube view...
...subdivided the pipe assemblies once... in Wings http://www.talkgraphics.com/images/smilies/wink.gif
and just for a comparison, here's the wire of the original tube, which was simple a cube shape and thus did not really conform to looking very space like... http://www.talkgraphics.com/images/smilies/wink.gif
then we took the new tube and assembly into C4D and created a hypernurbs object, dropped the couplers (those original endcaps in the beginning) and the pipes into said hypernurbs object... did up some textures for the various color assigned in wings, area,s and now seperate objects accordinly within c4d ...
rendered this whole bit, and whoila.... a few simple objects, some texturing, some glow and luminence, and ya have a space corridor... which because of the tubes modular build, when joined up with other such tubes etc, and given other tubes have different simple objects in them, when all put together will hopefully make up a space station that you can actualy "walk through" http://www.talkgraphics.com/images/smilies/wink.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
and... that's pretty much it gentlemen, some very basic shapes extruded and placed, and all colored up pretty like... http://www.talkgraphics.com/images/smilies/biggrin.gif
Though I do intend on going back into this here corridor and add some more detail, such as rivets, nuts and bolt, perhaps a few digital displays for the thermo tubes, maybe a few condutes for some wiring etc etc... as well fix a few areas, and add some better texturing and a few more fx, so as to come away with a very cool looking end result... http://www.talkgraphics.com/images/smilies/smile.gif Simple stuff at first to get the base, as shown here, and then tweak tweak tweak http://www.talkgraphics.com/images/smilies/biggrin.gif
oh, and btw, sorry for any and all typo's here... I was in a hurry... off to work now http://www.talkgraphics.com/images/smilies/smile.gif cyas later...
http://talkgraphics.com/groupee/foru...a&ul=864100566
Thanks, Very cool Gidit, I just love to see the variety of modeling techniques that can be used to make a scene. Great Job! http://www.talkgraphics.com/images/smilies/biggrin.gif How about some cool lighting to illuminate the inside of your space corridor?
hey, your welcome Mke http://www.talkgraphics.com/images/smilies/wink.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
actualy, the pinkish purple things are lights, I just cut down the outer glow so as you could more easily see just what was what... http://www.talkgraphics.com/images/smilies/smile.gif
Had to give it a go in C4D. Not as cool as yours but still a work in progress.
The odd blue bits are were I was trying to get a blue mist drifting from the open door.
Drawing something that is in development and will shortly exist (ie has design sketches) is a lolt easier than trying to play with ghostly lighting etc.
Turan
WOW that's great
Truckerette49
I agree, Turan, this is a great looking corridor you have going on here... I love the hatch/door, very cool http://www.talkgraphics.com/images/smilies/smile.gif
I think yours is much more realistic looking http://www.talkgraphics.com/images/smilies/biggrin.gif Less yet more... Can't wait until ya add some more space stuff to it... http://www.talkgraphics.com/images/smilies/smile.gif [thumbs up]
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Drawing something that is in development and will shortly exist (ie has design sketches) is a lolt easier than trying to play with ghostly lighting etc. <HR></BLOCKQUOTE>
Hope you don't mind, I did some postwork on your image.
Nice Model Turan. http://www.talkgraphics.com/images/smilies/biggrin.gif
Haha, now that's looking funky Mike http://www.talkgraphics.com/images/smilies/smile.gif
hey, btw you guys... I know that it is suggested that CE has a rendering limitation of 640 x 480... which is true if you are rendering animation frames...
but... for still shots, just undock the viewport, make fullscreen size, and render away...
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Haha, now that's looking funky Mike <HR></BLOCKQUOTE>
Sci-Fi work is a blast Gidgit.
These images/models that you and Turan made are very nice. Hope ya don't mind that I played with em. http://www.talkgraphics.com/images/smilies/biggrin.gif
Hi Mike...
Heck no, I don't mind... I am not only glad your having fun, but I am probably having just as much fun veiwing what your doing with em... http://www.talkgraphics.com/images/smilies/biggrin.gif
Looks great and grande man [thumbs up]...
I'm with Gidgit - fire away with any additions you can.
Still fighting with the lighting. Here is the new progress.
Turan
Hey Turan, I love the new lights, and yea, I am fighting with same myself http://www.talkgraphics.com/images/smilies/biggrin.gif
Are you going to put tracks on this for some kinda train device or... ??
btw, are the pipe racks done via boolean subtraction ?
Looking cool... http://www.talkgraphics.com/images/smilies/smile.gif
I created the splines for the door in Xara X.
I then took the main squashed (outer door frame) octagon and extruded it to make the tunnel.
I then took the main squashed octagon and streched copy of it to make the "ribs".
Then the pipes were just tubes placed on the side of the wall - no need for boolean subtraction.
As for the tracks - I was getting tired - I should look like a grill on the floor. Trying to think of the Alien movies where they had a suspended floor http://www.talkgraphics.com/images/smilies/smile.gif.
Will try and do some picks if I have time.
Turan
Create in Xara.
Merge .ai file into C4D and extrude (no caps).
Make 2 copies of the octagon and shrink 1.
Enlarge the other copy of the octagon.
Put the smaller one inside the larger one (first to lines of pic on the right). Then click Functions->Connect
Which creates a single object (third line on right).
Extrude this new shape and move it back into the tunnel extrusion - this is what I call the Rib.
Add a cylinder that overlaps the Rib (see middle pic, front view).
And that is it. create several Ribs and move them down the tunnel. create several cylinders and move them up (extending then to the end of the tunnel).
Then spend 6 years trying the light the thnig!!!
Turan