Phenomenal modelling! Thanks a ton for the video too, I like you're technique - I've been using max retopo tools alot at work and love em! If you don'd mind the crit, there's a couple of things I spotted in your video that could polish up your workflow.
You use step build alot, but I keep seeing you go out into bridge to fill in 1 poly gaps. There's a shortcut for that in step build - ctrl+alt and then drag from one edge to the other. (although depending on the model it can be a bit picky on accepting input!) Also bind a shortcut to weld and cap, lots of back and forth the to the menus you don't need!
This is looking great. Have you given any consideration to modeling it as a race engine with ITBS, a plenum, and a big turbo? An SR20 should not be left stock
One minor point, which will become moot when you add vacuum, oil, and coolant lines, is the hose barbs all look a little too smooth. Maybe that is just how nissan hose barbs look but to me they could use a more aggressive barb shape.
Lastly, for your workflow are you starting with some basic known measurements like bore spacing, size, and stroke? It seems like it would be not too much trouble to pull a bunch of numbers out of a manual in order to start off with accurate proportions.
heh thanks. it's actually fashioned after my own engine, so it just has what i have. plus it's easier to go out to my car and take photos of things i can't find properly online. i won't add lines, i don't want them cluttering up my model, plus most of them end on parts that aren't there so that would look ugly.
i did measure the bores etc, but the rest of the stuff is just going by the eyes. if i was gonna measure everything it would take 4 times more, but it would have less mistakes.
The thing that truly amazes me is that you rendered this with mental ray.
I instantly thought it was rendered with GI based engines like maxwell or arnold,...
Can you give some more information about your lighting/render methods?
I rarely see such beautiful soft shadows and soft reflections as these.
Replies
You use step build alot, but I keep seeing you go out into bridge to fill in 1 poly gaps. There's a shortcut for that in step build - ctrl+alt and then drag from one edge to the other. (although depending on the model it can be a bit picky on accepting input!) Also bind a shortcut to weld and cap, lots of back and forth the to the menus you don't need!
Thanks for the video too.
One minor point, which will become moot when you add vacuum, oil, and coolant lines, is the hose barbs all look a little too smooth. Maybe that is just how nissan hose barbs look but to me they could use a more aggressive barb shape.
Lastly, for your workflow are you starting with some basic known measurements like bore spacing, size, and stroke? It seems like it would be not too much trouble to pull a bunch of numbers out of a manual in order to start off with accurate proportions.
i did measure the bores etc, but the rest of the stuff is just going by the eyes. if i was gonna measure everything it would take 4 times more, but it would have less mistakes.
Actually those are mostly bolts. :poly124:
yeah and i gotta retopo those cause they are like 10.000 polys each!
I instantly thought it was rendered with GI based engines like maxwell or arnold,...
Can you give some more information about your lighting/render methods?
I rarely see such beautiful soft shadows and soft reflections as these.
Carry on the good work! Inspiring
one skylight, color by environment ticked
one hdri
that's it folks. don't look down on mental ray, it's been doing the job long before the newer renderers were in the scene.
You are right about giving credit to mental ray.
im so used to working with gi renderers that i forgot how powerful the "old" engines are.
That's amazing.
but i'll render some videos when i'm done.
MR renders GI just like the rest of em!
Awesome work!
just kidding you are a god m8.
P3d.in is the site. Here is an example cage mesh that you can toggle sub-d with a button in the left side panel.
yeah thats what i use, however not all the objects in the scene are meant for subdivision...it would screw them up.
thanks for your kind words guys.