Another z1000 parts

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 From:  tijai
3313.1 
Hello,

i´ve put some new pictures in the gallery.
The latest Z1000 parts. With MoI its really easy to model something like this very fast and accurate.
Rendered in modo401. Works very well together... sometimes i have to clear the "vertex normal map" in modo.
And i think its better to use the .lwo export than the .obj. :-)

Questions allways welcome..

best regards,

tijai















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 From:  ed (EDDYF)
3313.2 
.

EDITED: 13 Mar 2010 by EDDYF

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 From:  Michael Gibson
3313.3 In reply to 3313.1 
Wow, those are really nice.

The final result is sure going to look great with this much detail in each individual part!

- Michael
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 From:  Tharso
3313.4 
Hello all.. I am new here and I am so happy with MoI.

Very Nice work indeed.


T
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 From:  tijai
3313.5 In reply to 3313.4 
Hi and thanx for the comments...
here´s another rendering... with a different light-setup... I think it looks more realistic, maybe a bit dark:-)

best regards,

tijai


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 From:  ed (EDDYF)
3313.6 
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EDITED: 13 Mar 2010 by EDDYF

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 From:  tijai
3313.7 In reply to 3313.6 
Hello,

yes everything ist geometry..
the stitches are objects with an array align to curve...
see image...

best regards,

tijai



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 From:  ed (EDDYF)
3313.8 
.

EDITED: 13 Mar 2010 by EDDYF

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 From:  tijai
3313.9 In reply to 3313.8 
Hello Ed,

I think this is the reason, why i use MoI:-) (beside its so easy to model with it)
so i can tesselate lower or higher resolution meshes..
for close-ups and detail renderings i will use high resolution meshes...
for the whole bike... maybe some less polygons:-) i think about 2-3 million polygons or so...:-) nothing for an game engine...

and yes, i can´t wait to see the engine, too:-)

but i think the next parts will be... the "cockpit" (just the speedometer and RPM-counter?)

than the wheels (oldschool spoke wheels)

the fueltank

and so on:-)

best regards,

tijai
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 From:  BurrMan
3313.10 In reply to 3313.9 
Dont forget about "ExplodeMove" when it's all done!
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 From:  Mark Brown (MABROWN)
3313.11 In reply to 3313.10 
Some of the nicest work I've seen on the forum (and there are lots of great artists here).

Can't wait to see this completed.

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Brian (BWTR)
3313.12 In reply to 3313.11 
Agree fully!
Brian
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 From:  tijai
3313.13 In reply to 3313.12 
Hello


and thanks for the comments!!!

for those, who are interested...
there is a little avi of my real z1000 (with sound)
http://www.tijai.de/z1000-2.avi

Best regards,

tijai
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 From:  tijai
3313.14 In reply to 3313.10 
No:-)
a "ExplodeMove" makes no sense, because i dont model the "hidden inside technic" (e.g. the engine gets no pistons, gears and so on)
but, is there a automatic command for "explode move" in MoI?
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 From:  BurrMan
3313.15 In reply to 3313.14 
Yes, In MoI V2 just hit tab and type ExplodeMove and hit enter. But you dont need to explode the engine, just all the solids. So the whole bike and all the components will spread away for a shot. Thought it would be nice on the assembled bike.
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 From:  tijai
3313.16 In reply to 3313.15 
Ah..

thanks BurrMan, thats cool to know!

very funny move!
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 From:  Brian (BWTR)
3313.17 
tijai
VERY inspired by your work.
Just had to play with the shock absorber idea.
Not as neat but a great modelling learning experience for me today.
Thanks

Brian
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 From:  tijai
3313.18 In reply to 3313.17 
Hi Brian,

nice to inspire you:-)
and nice shockabsorber..

but i have to say... (hehe)
look at the little picture..
nearly every shockabsorber got "progressiv" springs,
the space between the rings is not equal.

i do this in MoI by moving some points of the helix curve

ok..maybe i´m to picky..:-)

best regards,

tijai



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 From:  PaQ
3313.19 
Amazing project, keep going ...
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