CAR AND BIKE LOVERS THREAD - MARK III

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Comments

  • usherstangusherstang Posts: 89
    edited December 1969

    John Sims said:
    Cross platform files can often be an issue. They sometimes don't work and it isn't always obvious why. The settings of the exporting software may not be compatable with the importing software even though the file type is meant to work.

    Sometimes files import but aren't visible initially - this sometimes happens when I take obj files from Max to DAZ.

    Unfortunately it is all down to trial and error. Once you find a workflow which works stick with it. I tend to export from DAZ to Max with FBX but even that is reliant on which version of fbx you choose for the export.


    forgot to add that an error message pulls up cant remember what it was tho.

  • usherstangusherstang Posts: 89
    edited December 1969

    check ur pm john

  • John SimsJohn Sims Posts: 360
    edited December 1969

    check ur pm john

    I have. And I have replied.

    I'm not a file conversion service although I do provide files in a great many formats for different clients.

    File conversion is seldom as simple as software manufactures would have you believe. Only you can establish a reliable workflow with the tools you have at your disposal. It may take some time, trying different options, but ultimately you have the satisfaction of having done it yourself and will know how to do it in the future.

  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    Usherstang...I agree with John.

    :-)

    Post edited by music2u4u on
  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    Tramp Graphics...I wanna say, this is looking real nice. You are getting the hang of Hex real good. After this, you will be a master at it. Not an easy model to design and build indeed, but you are doing a superb job of it. I can't wait to see the finals. Once completed, are you going to give this away, or sell it? If so, I may want a copy of it. I can render this real nicely.

    Just to let you know, we have been watching, even if we get sidetracked sometimes. Keep us posted on this beauty!

    :-)

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    Post edited by music2u4u on
  • John SimsJohn Sims Posts: 360
    edited December 1969

    music2u4u said:
    Tramp Graphics...I wanna say, this is looking real nice. .......

    :-)

    Ditto.

    It is always good to have a project which can push you; otherwise you don't extend yourself.

    I've been doing a model for a competition which, as a result, I now do UV mapping without thinking where previously I would have cheated. And many other little things which come to the fore.

    Keep trying and keep learning, and keep watching the YouTube tutorials. It is amazing what things you can pick up which aren't necessarily the main thing you were looking to learn.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited February 2014

    music2u4u said:
    Tramp Graphics...I wanna say, this is looking real nice. You are getting the hang of Hex real good. After this, you will be a master at it. Not an easy model to design and build indeed, but you are doing a superb job of it. I can't wait to see the finals. Once completed, are you going to give this away, or sell it? If so, I may want a copy of it. I can render this real nicely.

    Just to let you know, we have been watching, even if we get sidetracked sometimes. Keep us posted on this beauty!

    :-)

    Actually, this bike is for my comic book character, Marc. When completed, it'll be a heavily armed (for a bike) combat machine. I might be willing to send a copy if you could help with the rigging. I have no clue how to do that, especially given the complexity of the steering system.

    I'm currently working on the cooling system right now. I also need for place the machine gun mounts, finish the exhaust, and add the rear side pods and front faring.

    Here's what I have so far:

    WIP-35.jpg
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    WIP-34.jpg
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    WIP-33.jpg
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    WIP-31.jpg
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    Post edited by Tramp Graphics on
  • John SimsJohn Sims Posts: 360
    edited December 1969

    I'm much liking the addition of the bars on the bike Dude.


    Last image of the Smart and Focus (well probably) :-)

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Hello John got a new motor....
    Sorry, I've been holding that back for so long. :lol:

    Nice renders dude.

    Tramp, looking very good. Bet you cant wait for the UV'ing. Fun, fun, fun. :-P

  • John SimsJohn Sims Posts: 360
    edited December 1969

    I found another freebie this morning which I am over the moon with. Quite a lot of work to do yet but, so far I'm really happy with it. The geometry of the mesh is superb on the whole. It is grouped a little strangely which doesn't help but otherwise it's great.

    Herewith after a couple of hours and also a picture of my Freelander "Terry The Tangerine Truck" . He's called Terry because Terrys Orange ;-)

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    Terry_1.jpg
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  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Got the cooling system done as well as the exhaust pipes, lower fairing, foot rests, and twin turbine booster pods. I still have to figure out the design and placement of the machine gun mounts to avoid disrupting air flow to the cooling system, as well as the shocks and brakes before making the main front fairing.

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  • artd3Dartd3D Posts: 165
    edited February 2014

    The Shadow knows

    This is still a WIP, and probably will be for a long time,as at over 4,300,000 polygons, I feel like I am working
    on a Pentium 2, not an 8 core AMD processor with 16 gigs of memory.

    The car was textured in Vue 11, and the scene was rendered in Vue. The 2 females are Genesis 2, and the Shadow
    is Genesis.

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    Post edited by artd3D on
  • music2u4umusic2u4u Posts: 2,822
    edited February 2014

    It is so good to see you guys working away at creating these great cars. John, the Land Rover was a freebie here I think a while back. A one time thing I think. TG the bike is really taking shape now. Just awesome. Artd3d, the shadow render is way cool. I never could get much out of that car because of the size of it. Good to see it working for you.

    Here is another render I did...the "Old 55". I actually live near the town I did this with.

    :-)

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    Post edited by music2u4u on
  • John SimsJohn Sims Posts: 360
    edited February 2014

    A quick render I did as a joke for a Jeep loving friend and further works on Terry the Tangerine Truck. In addition to work on the shaders I have re done the roof line at the back as that wasn't as it is. I have also introduced a panel break at the bottom of the A pillar and tidied the smoothing groups at the back edge of the bonnet (or hood as you colonials insist on wrongly calling it ;-)) I have also lifted the seats as the were way too low.

    Works still to do:-

    Re do the sat nav blimp on the roof its the wrong shape
    Fabricate a rear spoiler
    Fabricate mud flaps
    Number plates to photograph and add
    Indicators need a does of looking at
    Fabricate a new exhaust - the model has the V6 exhaust not the TD4
    wheel nuts and centres need sorting - I can't be bothered to fabricate new wheels
    New wing mirrors

    terry_street.jpg
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    Terry_Trouble_2.jpg
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    Post edited by John Sims on
  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Hope you didn't have to stock those shops art. :)

    That Freelander looks nicely detailed, I had a rummage around and I'm guessing that that's a max model.

    I've been re arranging some imported Humster3D FBX models off a magazine disc. I think they came in jigsaw format.

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  • John SimsJohn Sims Posts: 360
    edited December 1969

    Hope you didn't have to stock those shops art. :)

    That Freelander looks nicely detailed, I had a rummage around and I'm guessing that that's a max model.

    I've been re arranging some imported Humster3D FBX models off a magazine disc. I think they came in jigsaw format.

    It is a 3DS Max model indeed.

    I find brining FBX's into DAZ can be a hit and miss affair - probably because I tend to do it in the opposite direction more than not.

    At least you have some materials and individual components to play with, even if they are a bit distributed.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    OK, I need some advice from you guys. Which type of steering system would be easier to rig, and also look better mechanically:

    1— the mechanical linkage system I have now with multiple control rods and levers?

    2— a dual-action push-pull hydraulic system using a set of four pistons (two on the handle bars two on the wheel)?

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Tramp.
    I not sure how you would rig a steering assy, it the wheel is trapped between horizontal forks. I think that's why a generic set of forks rotate around a vertical column. Ever try'd to reverse a bike into a garage for example, difficult if you don't have much steering lock.

    I've been messing about with some freebie FBX models I found on a 3DArtist Mag Disc.
    Models are:

    Opel Astra Sports Tourer 2011
    Cadillac STS 2010

    They were rendered in Luxu/Luxrender and as I've not let then run all week they have some firefly's.
    After using Luxrender again, I realize that I need to experiment more with the glass shaders.

    Caddy-520Sp-OUT.png
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    d7-astra-red-300Sp.png
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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Mitsubishi Colt 3Door 2009
    Acura ZDX 2012

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  • John SimsJohn Sims Posts: 360
    edited December 1969

    Nicely done - with the exception of the disgusting color on the Cadillac. But then it is such an outrageously ugly car any way I'm not sure it would look good in any color.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Tramp.
    I not sure how you would rig a steering assy, it the wheel is trapped between horizontal forks. I think that's why a generic set of forks rotate around a vertical column. Ever try'd to reverse a bike into a garage for example, difficult if you don't have much steering lock.

    I've been messing about with some freebie FBX models I found on a 3DArtist Mag Disc.
    Models are:

    Opel Astra Sports Tourer 2011
    Cadillac STS 2010

    They were rendered in Luxu/Luxrender and as I've not let then run all week they have some firefly's.
    After using Luxrender again, I realize that I need to experiment more with the glass shaders.

    With the real system, Hub center steering works very well, regardless of whether it's linkage of hydraulic controlled. In fact, it's a much safer system than forks because it separates the steering from the suspension. The front swing arms don't turn. the pivot point that the wheel turns on is inside the hub of the wheel itself. the swing arms are just suspension. What controls the steering is either a set of control arm linkages or hydraulics which connect the handlebars to the wheel indirectly. I've been studying several videos of bikes that use hub center steering. I'm wondering which would be easier to rig for use in DAZ Studio and which would look better mechanically for this model. dual-action push-pull hydraulics, or the existing control arm linkage I have on it now.
  • John SimsJohn Sims Posts: 360
    edited December 1969

    Tramp.
    I not sure how you would rig a steering assy, it the wheel is trapped between horizontal forks. I think that's why a generic set of forks rotate around a vertical column. Ever try'd to reverse a bike into a garage for example, difficult if you don't have much steering lock.

    I've been messing about with some freebie FBX models I found on a 3DArtist Mag Disc.
    Models are:

    Opel Astra Sports Tourer 2011
    Cadillac STS 2010

    They were rendered in Luxu/Luxrender and as I've not let then run all week they have some firefly's.
    After using Luxrender again, I realize that I need to experiment more with the glass shaders.

    With the real system, Hub center steering works very well, regardless of whether it's linkage of hydraulic controlled. In fact, it's a much safer system than forks because it separates the steering from the suspension. The front swing arms don't turn. the pivot point that the wheel turns on is inside the hub of the wheel itself. the swing arms are just suspension. What controls the steering is either a set of control arm linkages or hydraulics which connect the handlebars to the wheel indirectly. I've been studying several videos of bikes that use hub center steering. I'm wondering which would be easier to rig for use in DAZ Studio and which would look better mechanically for this model. dual-action push-pull hydraulics, or the existing control arm linkage I have on it now.

    The main thing with rigging is KISS (Keep it Simple Stupid). Remember that the handle bars and front wheel don't need to be linked directly through the rigging mechanics. You can get either to move relative to invisible helpers.

    Equally the visible turning mechanism can be independent of the mechanical rigging. With a 3D model you should also consider if you need to model it at all. If you can't see it you are just increasing your poly count for nothing more than your own entertainment.

    If you have some particular need for the visible turning mechanism to be seen (for animation of visual purposes) then fabricate what is going to look the best. Also consider that this doesn't have to be on the main model but could be on a separate model just used for close ups of that area.

    If you are modelling for something that is potentially "real" (ie could be fabricated) then there are 10000001 other criteria to consider. I agree that a sci fi vehicle should have the potential to work but also consider that technology is advancing so there may be other solutions in the future.

    Even current manufacturers build in future technology. A good number of hybrid cars use batteries which the manufacturers know have a relatively short working life. They work on the assumption that, when the batteries fail, technology will have advanced so there will be more viable replacements available then.

    With electric power steering, and the like, you could consider geared stepper motors might be possible or linear actuators. They perhaps aren't used on custom bikes today because most are built by mechanical engineers who understand mechanical things and stepper motors and linear actuators are not something they come into contact with.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    John Sims said:
    Tramp.
    I not sure how you would rig a steering assy, it the wheel is trapped between horizontal forks. I think that's why a generic set of forks rotate around a vertical column. Ever try'd to reverse a bike into a garage for example, difficult if you don't have much steering lock.

    I've been messing about with some freebie FBX models I found on a 3DArtist Mag Disc.
    Models are:

    Opel Astra Sports Tourer 2011
    Cadillac STS 2010

    They were rendered in Luxu/Luxrender and as I've not let then run all week they have some firefly's.
    After using Luxrender again, I realize that I need to experiment more with the glass shaders.

    With the real system, Hub center steering works very well, regardless of whether it's linkage of hydraulic controlled. In fact, it's a much safer system than forks because it separates the steering from the suspension. The front swing arms don't turn. the pivot point that the wheel turns on is inside the hub of the wheel itself. the swing arms are just suspension. What controls the steering is either a set of control arm linkages or hydraulics which connect the handlebars to the wheel indirectly. I've been studying several videos of bikes that use hub center steering. I'm wondering which would be easier to rig for use in DAZ Studio and which would look better mechanically for this model. dual-action push-pull hydraulics, or the existing control arm linkage I have on it now.

    The main thing with rigging is KISS (Keep it Simple Stupid). Remember that the handle bars and front wheel don't need to be linked directly through the rigging mechanics. You can get either to move relative to invisible helpers.

    Equally the visible turning mechanism can be independent of the mechanical rigging. With a 3D model you should also consider if you need to model it at all. If you can't see it you are just increasing your poly count for nothing more than your own entertainment.

    If you have some particular need for the visible turning mechanism to be seen (for animation of visual purposes) then fabricate what is going to look the best. Also consider that this doesn't have to be on the main model but could be on a separate model just used for close ups of that area.

    If you are modelling for something that is potentially "real" (ie could be fabricated) then there are 10000001 other criteria to consider. I agree that a sci fi vehicle should have the potential to work but also consider that technology is advancing so there may be other solutions in the future.

    Even current manufacturers build in future technology. A good number of hybrid cars use batteries which the manufacturers know have a relatively short working life. They work on the assumption that, when the batteries fail, technology will have advanced so there will be more viable replacements available then.

    With electric power steering, and the like, you could consider geared stepper motors might be possible or linear actuators. They perhaps aren't used on custom bikes today because most are built by mechanical engineers who understand mechanical things and stepper motors and linear actuators are not something they come into contact with.

    The KISS philosophy is why I'm considering switching to hydraulics for the steering, but I don't really know if that'll be easier to rig since I know nothing about rigging vehicles.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    The KISS philosophy is why I'm considering switching to hydraulics for the steering, but I don't really know if that'll be easier to rig since I know nothing about rigging vehicles.

    I still think you aren't simplifying enough...

    How much detail, on a rendered image is actually going to show up, from the way it is rigged?

    Unless you are planning on using this in very detailed animated shots, where the actual movement of the pieces is going to be shown while they are moving, there's not really any need to get very detailed with the rigging.

    For most folks, when it comes to 3D vehicles...do the wheels spin/turn, do the doors open, windows go up/down? Not how 'realistic' the parts move getting from point A to point B in the steering process, just that they will move.

    In other words, a simple right/left 'spin' on the forks is enough rigging for most uses to move the front wheel in an arc to show that you've changed direction.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    mjc1016 said:
    The KISS philosophy is why I'm considering switching to hydraulics for the steering, but I don't really know if that'll be easier to rig since I know nothing about rigging vehicles.

    I still think you aren't simplifying enough...

    How much detail, on a rendered image is actually going to show up, from the way it is rigged?

    Unless you are planning on using this in very detailed animated shots, where the actual movement of the pieces is going to be shown while they are moving, there's not really any need to get very detailed with the rigging.

    For most folks, when it comes to 3D vehicles...do the wheels spin/turn, do the doors open, windows go up/down? Not how 'realistic' the parts move getting from point A to point B in the steering process, just that they will move.

    In other words, a simple right/left 'spin' on the forks is enough rigging for most uses to move the front wheel in an arc to show that you've changed direction.Given that this is a bike, and much of the steering system is exposed to view even with the (as yet to be fabricated) front fairing, including both ends (the wheel and handlebars)it does need to be relatively well detailed. This is also going to be used as a reference model for my own hand drawings. And, yes, I would like to use this for animation some day. Polygon count isn't affected that much because the parts needed (i.e the control arms or pistons) are very basic shapes and low poly to begin with. the key point with this bike though is this is a forkless design; there are no forks. The front swing arms simply provide suspension, not steering. So, yes, I am looking to make this as realistic as I can while still maintaining a relatively low poly count. What I'm more concerned about than poly count is rigging.

  • edited December 1969

    as for the most correct steering type I would use a simple hydraulic rig that was 2 source piston to control the left and right turning wit 1 piece
    the valve can be easily hidden in the fairing and the lines are easy to model plus for the longevity and safety aspects the use of a cable system could make for some not so fun rides when those cables snap at full speed

  • GLWoodardGLWoodard Posts: 3,335
    edited December 1969

    Okay, I have to show a different set of wheels once in awhile!

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  • Robert FreiseRobert Freise Posts: 4,447
    edited December 1969

    betsy662 said:
    Okay, I have to show a different set of wheels once in awhile!


    Nice work
    i can remember seeing trains like that go by my granddads huose

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    as for the most correct steering type I would use a simple hydraulic rig that was 2 source piston to control the left and right turning wit 1 piece
    the valve can be easily hidden in the fairing and the lines are easy to model plus for the longevity and safety aspects the use of a cable system could make for some not so fun rides when those cables snap at full speed
    Well, thankfully, I wasn't using cables for steering anyway, I'm currently using control rods, as seen in the WIP pics 26-30 above, so "longevity" is not an issue. The idea of using hydraulics came from reading this article about a front wheel drive/rear wheel steering bike that uses hydraulics instead of control arm linkages because of potential binding issues. It uses two upper pistons and two lower pistons, all of which are dual-action push-pull type hydraulics. I was thinking that it might be simpler to rig and allow me to fit more components "under the hood", so to speak. However, I'm really not sure.
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Tramp.
    I not sure how you would rig a steering assy, it the wheel is trapped between horizontal forks. I think that's why a generic set of forks rotate around a vertical column. Ever try'd to reverse a bike into a garage for example, difficult if you don't have much steering lock.

    I've been messing about with some freebie FBX models I found on a 3DArtist Mag Disc.
    Models are:

    Opel Astra Sports Tourer 2011
    Cadillac STS 2010

    They were rendered in Luxu/Luxrender and as I've not let then run all week they have some firefly's.
    After using Luxrender again, I realize that I need to experiment more with the glass shaders.

    Well, as I said, those are not forks and don't turn at all. They're strictly suspension, just like on the back wheel of a "normal" motorcycle. The steering system is inside the hub of the wheel itself, hence the term hub center steering. The suspension and steering are separate. This is a much more advanced and safer system than forks. It does have more moving parts, though, as a result. Below are links to two videos of hub-center steering systems. The first is a hydraulic system showing just the steering system and suspension not connected to a bike (so no handlebars). The second is a video of the Bimota Tesi, which uses control arms.

    ISR Hub Center Steering Demo

    Bimota Tesi 3D

This discussion has been closed.