Artwork > Finished Works and Works in Progress

UPDATE! - TT Car Model (large images)

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Mills:
$imon, I don't agree with your taste in cars and I especially don't agree with your taste in colour of cars, but that's truely exceptional work as always. Well done, really nice job.
Don't be waiting for an invitation to send this to the gallery as it really doesn't work that way - or consider this an invitation from the community if that helps!

$imon:
Mills; thanks for the compliment.. I can understand that someone might not like that car, but thats totally up to them.. don't worry. (I would never have a yellow car though- if that is what you are referring to, haha.. It was just an illustration)

The thing is there are already two images in the gallery of which I am very proud so I don't think there is a need to overrepresent my work in there ;)

davdud101:
http://forums.cgsociety.org/showthread.php?f=132&t=749021
{my mouth will now no loner open.}

3Dgeek11:
I actually like that car, and the yellow version of it.

Although, I fell in love with a car I used to see at a store. It was pink, and was white inside, and I just loved it. Didn't know anything about cars back then, so I have no idea what it was, but it looked sort of like $imon's car.

Also, to compliment $imon once more, I love that avatar you have. Never knew where it was from until I looked back at the Wonderland challenge. :P
3DGeek

hihosilver:
Rellik:  A quick note on triangles for you.  Though I'm sure you've heard a lot of things (never use triangles, etc.), triangles are really perfectly acceptable.  In the art of 3D the real rule is "whatever works and whatever looks good."  For a car model in particular, triangles will not make much of a difference as long as there are no deformations in the mesh because of the triangle.  With organic models on the other hand, people avoid triangles.  The reason for this is that they don't deform as well as quads, and when you animate an organic model joints tend to bend, and if triangles are involved you can get bad deformations when animating which nobody wants because it doesn't look good!  Then on the other hand (to confuse you more!) in games you use nothing but triangles.  Many people model in quadrilaterals (many times to help with high poly models to create normal maps), but ultimately the model will always be converted into ALL triangles.  That's just how videogames work!  Triangles are the simples to render.  Therefore you have to make it in such a way that the model doesn't deform when animated (though this is a bit easier as the models aren't subdivision meshes.)
I hope that helps the subject a bit for you!

$imon:  Still man, damn!  You've been keeping this piece of beauty a secret from us just to make us wet ourselves haha, well done.  I'd love to see those detail shots (and maybe a shot of the back of the car as well?)  Truly brilliant mate.

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