Wacky Modelling ~ In Carrara ~

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  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    Seat & Drivers Control modelled to a M4 drivers figure, next up wheels.

     

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  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    Wheels added. Next up it gets interesting, the Boolean cut is not working for some reason so will need to manually add the wheel arches which means lots more body-work.

    EDIT: Think I have solved the Boolean issue, still some work involved.

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  • StezzaStezza Posts: 8,061

    great start @bunyip02

     

    how do you find Silo?
    I have it but find it a lot harder to use than Carrara's modeling room, I guess it comes down to what you get used to.

    I'm struggling a bit with the next model I'm doing, that moment when you get to the end and you think 'ok, looks good' except for the missing wheel arches .. lol

    I'll start on it again today from scratch after stuffing it up lol

    Looks like we both suffer from the missing wheel arch syndrome cool

     

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  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018
    Stezza said:

    great start @bunyip02

     

    how do you find Silo?
    I have it but find it a lot harder to use than Carrara's modeling room, I guess it comes down to what you get used to.

    I'm struggling a bit with the next model I'm doing, that moment when you get to the end and you think 'ok, looks good' except for the missing wheel arches .. lol

    I'll start on it again today from scratch after stuffing it up lol

    Looks like we both suffer from the missing wheel arch syndrome cool

     

    Hello Stezza, I have picked up using Silo better than the other packages I have tried, Gmax - Wings 3D - Lightray 3D - 3DCanvass/Crafter - Milkshape 3D - Blender - Hexagon - Carrara. I guess it depends on which software clicks for you.

    This time around I am doing 3 projects, first is in Silo, second is in Hexagon, third is in Carrara. Hopefully will be able to complete each project in the respective modeller.

    Wheel arches - still learning the in's and out's of using Boolean, had success for the front arches last night but the rear arches had missing polygons and points/edges. Also created a heap of Ngons !!!!!!

    Guess I'll get better with experience.

    Other projects lined up:-

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  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    Got the wheel arches sorted, was a simple case of adjusting the location of the intersecting cylinders to the car body for the Boolean operation.

    Next up some body work on the rear of the car, followed by the V12 engine.

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  • DiomedeDiomede Posts: 15,169
    edited March 2018

    Looking good, Bunyip02.  Is that Silo?  I've heard positive reviews but have never tried it.

    EDIT:  Never mind the question.  Went back through the thread and saw that you said it was Silo.

    Post edited by Diomede on
  • StezzaStezza Posts: 8,061
    edited December 2020

    cool stuff..... managed to do the Crimson Haybailer

    The Crimson Haybailer : driven by Red Max - an air ace in a car/plane hybrid that was capable of limited flight, usually just enough to leapfrog over racers and/or obstacles in its path. The Crimson Haybailer also had a machine gun mounted, which was sporadically used.

    Post edited by Stezza on
  • StezzaStezza Posts: 8,061
    edited December 2020

    knocked this one up last night during My Kitchen Rules!

    Post edited by Stezza on
  • Bunyip02Bunyip02 Posts: 8,611
    Diomede said:

    Looking good, Bunyip02.  Is that Silo?  I've heard positive reviews but have never tried it.

    EDIT:  Never mind the question.  Went back through the thread and saw that you said it was Silo.

    Thanks Diomede, yes I am using Silo Version 2.5 which is an upgraded version with 64 bit Winows support.

    I have found it to be the easiset 3D application that I have used, but that varies from person to person, others prefer other packages.

  • Bunyip02Bunyip02 Posts: 8,611
    Stezza said:

    cool stuff..... managed to do the Crimson Haybailer

    The Crimson Haybailer : driven by Red Max - an air ace in a car/plane hybrid that was capable of limited flight, usually just enough to leapfrog over racers and/or obstacles in its path. The Crimson Haybailer also had a machine gun mounted, which was sporadically used.

    Looking great !!!!

  • Bunyip02Bunyip02 Posts: 8,611
    Stezza said:

    knocked this one up last night during My Kitchen Rules!

    Yabba-dabba-dooo !!!!

  • StezzaStezza Posts: 8,061

    lol

    sidetracked again!

  • Bunyip02Bunyip02 Posts: 8,611

    Nice Dino, does he wee on the wheels like all dogs do ?

  • MistaraMistara Posts: 38,675

    zoom zoom witchiepoo

  • DiomedeDiomede Posts: 15,169

    Not exactly the Time Warp, but still a pretty good dance.  Zap the world!

  • Bunyip02Bunyip02 Posts: 8,611
    Mistara said:

    zoom zoom witchiepoo

    Love the twin rockets !!!!

  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    Is the engine block big enough ?

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  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    Thats the basics done, now to add some details.

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  • StezzaStezza Posts: 8,061
    edited March 2018

    coming along nicely smiley

    updated the Crimson Haybailer

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  • UnifiedBrainUnifiedBrain Posts: 3,588

    You guys are so skilled.

    Do you you mind if I ask a basic question?  Not sure if this is the place.

    How do I edit or add to current models using primitives on the vertex model room?  My problem is this - I can load a shirt, for example, in the vertex room.  But if I want to put buttons on that shirt by using primitives, I am out of luck, because the primitives controls are greyed out and are not active.  What an I not understanding?

    Thanks!

  • Bunyip02Bunyip02 Posts: 8,611
    edited March 2018

    You guys are so skilled.

    Do you you mind if I ask a basic question?  Not sure if this is the place.

    How do I edit or add to current models using primitives on the vertex model room?  My problem is this - I can load a shirt, for example, in the vertex room.  But if I want to put buttons on that shirt by using primitives, I am out of luck, because the primitives controls are greyed out and are not active.  What an I not understanding?

    Thanks!

    When clothing is edited it generally has Protect Topology applied, you need to go into View - Protect Topology and turn the protection off. After that you should be able to use the icons on the menu.

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  • UnifiedBrainUnifiedBrain Posts: 3,588

    Thanks Bunyip.  I should have mentioned that topology in this case is not checked.  The problem is this - when you load some items in the model room, a box appears telling you that topology is protected, and that you need to turn it off if you want to edit.  However, on other items, no warning box appears, and when you look at topology it is not checked, but edit tools are still greyed out.

    Very frustrating!  I've hesitated asking this question for months, as I figured that I was simply doing something wrong, and would figure it out eventually.  Besides, there were always workarounds.

    Getting tired of workarounds. :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,212

    the only other way sometimes is to detach skeleton

    edit it

    attach skeleton

  • DiomedeDiomede Posts: 15,169
    edited March 2018

    Sorry, UB.  Missed your question somehow.  What exactly are you trying to do when you say you are adding more mesh to a shirt?  It makes a difference if it is a rigged model.

    - are you trying to add more mesh to a figure that has already been rigged?  For example, V4 has basicwear which is rigged and saved in the Runtime \ Figure content browser.  It would be problematic adding new geomtery within the existing mesh, but you could insert a new object in the scene and parent it to the basicwear figure.

    - are you trying to add more mesh to an obj that you acquired as a freebie or converted from a figure?  In this case, you should be able to enter the modeling room and add more polygons

     

    Oh, and don't hesitate to ask.  .

    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169

    What Wendy said (as usual) - but you will lose the weightmapping information if you detach the skeleton from the mesh. 

    We were typing at the same time.

  • Bunyip02Bunyip02 Posts: 8,611

    Would you loose the morphs as well ?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,212

    your best bet is to model seperate vertex mesh in the assemblyroom view then use attach skeleton to conform it to the outfit

  • MistaraMistara Posts: 38,675
    Bunyip02 said:
    Mistara said:

    zoom zoom witchiepoo

    Love the twin rockets !!!!

     

    witchiepoo booom broom!

    or mebbe jimmy's boat for a model smiley

     

    @Diomede  witcjiepoo got the moves !!   there was another dance umber she's dancin to freddy the flute music

    sigh nostalgia is a real thing.

  • PhilWPhilW Posts: 5,145

    Great thread and great modelling!

  • UnifiedBrainUnifiedBrain Posts: 3,588
    edited March 2018
    Diomede said:

    Sorry, UB.  Missed your question somehow.  What exactly are you trying to do when you say you are adding more mesh to a shirt?  It makes a difference if it is a rigged model.

    How do I know if a model is rigged?  Is most clothing sold in the Daz store rigged?

    If rigging stops one from editing or adding in the model room, how do I "unrig" a model?  The animate tab for removing a sleleton is greyed out as well.

     

    Diomede said:
     

    Oh, and don't hesitate to ask.  .

    There are still gaping holes in my understanding of Carrara, and 3D in general.  I desire to be sensitive to context.  Not wanting to hijack this particular thread with my issues. :)

     

    Post edited by UnifiedBrain on
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