My first generic sport bike is finally complete, and there’s not much left to say about it. Check out the final (for now) gallery of images for this machine. Do you think I made a good looking bike here? Does it remind you of another bike? Let me know by commenting below. Read More
Category: 3D
I’ve been working on this project for a long time. It’s very close to being finished and I wanted to share a render from the end of the modeling phase. About 99% of the geometry is completed at this point and I’m about to begin the texturing phase. Unlike my previous models, this bike will not be fully UV Mapped. The model uses geometry to tell most of the story instead of heavy use of texture maps.
I’ve been watching a lot of How It’s Made recently. One of my favorite things to see on the assembly line is the robots welding parts Read More
I’ve thought a lot about the state of the web and 3D lately. This is odd as I haven’t done much research into WebGL other than checking out a few of the examples that are sent my way by friends and or co-workers in the web industry.
As a web programmer by day and a 3D artist in my spare time (or what little is left of it) I’ve actually switched roles and viewpoints since I was a 3D only guy.
Back in my 3D days I was what I now call an “end user”.
Here are a couple more images of my progress on the “Generic Sport Bike”. One of the challenges with this model is knowing when a part is done. It’s easy to get carried away with the details.
In the images, you can see the “rear hugger” and the tail Read More
Here are a couple of shots of the front fender mounts on my latest bike model. I’m not working from much reference material for this bike, so these are just off the top of my head. The brighter image is the same as the darker image, but with the exposure increased so you can see the mount in the shadows from the reverse side.
This might also be a nice opportunity to criticize me for the absurdity of creating Subdivision based brake rotors. *wink*
Here are a couple of images from one of my W.I.P models. Read More
Cinema 4D R13 has a few new features that really make the workflow much easier. The axis manipulation tools are definitely at the top of that list.
In this short screen capture, I show a quick use for the aforementioned feature as I try to scale a row of points to meet an existing edge of geometry. Read More
There are a few strange aspects of motorcycle tires (sport bike tires specifically). First off, they curve on two different axes simultaneously. Secondly, they usually have intricate tread patterns that seem to have been carved by a tattoo artist; modeling the treads on them is tricky to say the least.
The best approach I’ve found is to not model the treads. Traditionally I’ve used normal mapping or simply bump mapping along with a slight variance in the color map. This weekend I decided to give it another shot: I created an intricate tread pattern Read More
Here’s a quick preview of my latest 3D fiddling. I wanted to create a piece based on type and a concept. The concept I came up with was the word disconnected and the associated movement that comes along with it. Read More
This post will be a really quick one:
A while back, Beeple made a bunch of his C4D Scene files Free! This means that if you’re learning C4D or are a veteran and just want to see how other folks do it these will be like gold to you.
Head on over to Beeple’s Site and get the files: