Welcome to my conceptual world!!!

Hello there,I’m Rexxo Kurojishi(not my real name).welcome to my world of 3d modelling and renders.I got into this 3d modelling world since august 2010 which was when I started to learn Blender3d. Then, a month later I moved to a new platform,the 3dsmax and has been using it until today.If I had to describe this 3d world in one word,I would say it is ‘Freedom’…since you have the freedom to create and design the whole world just like what you have in your imagination~

There is a phrase that I’d like to share with you guys visitors of my world….

~  Photographers took pictures of the scene they wanted while we modellers CREATE scenes and pictures we wanted ~

     by:me..haha

well then~feel free to roam in my world~

Below is the list of my projects:-

Velocity -N- series first gen (Velocity Neon)

Velocity -N- series second gen (Velocity Neptune)

Velocity -H- series (Velocity Hunter)

Velocity special series (velocity X)

Mercedes SLR

Porsche 911 GT3

Mazda Rx8

Mazda Rx7

Toyota Supra 1992

Lamborghini Reventon

Lexus LFA 2010

Desktop Speaker

TE37 RIM MODELING

hello guys..after a long time without any tutorial post from me,today i would like to post a tutorial on modeling a sport rim..this time it is a TE37 sport rim..

this tutorial will cover the modeling part..the unwrapping and textureing part will come later..

so first you will need a reference pic or a blueprint for the rim just like what i am using below

VOLK-TE37-SL-SL

-Note that this rim has 6 identical spokes so i will not model all 6 individually.instead,i will model one and duplicate it.

-the first thing to do is to decide which spoke are we going to model.

-im going with this one

pic b-I will model the on in the region marked with red.

-After that,just open your maya and insert the rim pics as blueprint.

01-Just like above.

-to make it easier to model,make sure your rim is in the middle of the grid,horizontal and vertically so that the middle point of the rim is located on the 0,0,0 point of the system.

-next i rotate the pics to make sure the middle line of the spoke im modeling is located straight on top of the grid just like below.

02-after all of that is done,we can start modeling the rim.

-I usually start with a cylinder modelled on the middle of the rim.

03-Make sure the polycount of the cylinder is enough and make sure there are edges located on top of the partition line and middle line that you had drew on the rim pic.

-After that,delete the unwanted surface.on this case,delete the side and the back face of the cylinder and you will have something that looks like this.

04-Now you can start modeling the spoke..grab the edges corresponding for the spoke in the image and extrude it..just follow the image and you will surely be okay.

-Here is what mine looks like.

05-Extrude it a little more for the bridge connecting the spoke and the ring.

06-Now its time to create the profile of the rim.

-Select the vertices just like below and push it outwards for creating a concave shaped rim.

07 08-Next,its time to add a little more poly to the spoke..add edge loops and shape the spoke based on the blueprint.

09-As showned above,I added 3 more edge loops to smooth my spoke for better calculations.

-Lets pause the spoke for now.Time to add the lip or the ring for the rim.

-Create another cylinder and positioned it in the center of the grid just like the previous cylinder.

10 11-Adjust the edge count of the cylinder so that the edges overlapped the smaller cylinder just like in the pics above.

-This time also delete the side and rear faces of the cylinder.

12-Next extrude the faces of the cylinder and push and extrude and scale following the guide in the blueprint to create the profile of the rim’s ring.

-You should end up with something like this.

1314-Now its time to delete the unused faces of the small cylinder.

15 16-As showned above,extrude the side edge of the spoke to make the thickness.

-I pushed the marked vertices down to help aligned the spoke edges with the ring edges just like showned below.

17-Next we are gonna combine the vertices of the spoke to the corresponding vertices of the ring.

18-So,I am deleting the faces marked in red above and merge the vertices to the ring vertices.

19-But befor that you need to combine the ring and the spoke into one polysurface.

20-then merge the vertices.

21-There you go..next i move some vertices to smooth down the bridge.

22-Just like that.

-After that just delete the unused faces of the cylinder to have something that looks like below.

2324-Now i hide my blueprint and turn the view around to the backside of the spoke.

-we will need to fill the gap of the backside of the spoke.

25-So that it looks like this.

26-Now its time to diplicate the spoke around..

-Use DUPLICATE SPECIAL and i have the setting just like below.

27-and execute it to have something like this.28-There you go..but its not done yet..because the spokes is still seperated.

-combine all the spokes and sew the vertices on the edges below.

31-Now when you double click a face it should select all your rim faces.

-Next we are creating the center hole and the nut hole of the rim.

-Select the faces in the middle just like below and extrude it.

34-scale it and extrude it accordingly based on the blueprint,creating the profile of the centre hub of the rim.

-Mine looks like below.

35 36 37-Now if you press 3 on your maya it still doesnt look that good.

38-Now to make things better,we need to sharpened some edges a bit.

-I added edge loops like below to sharpen things a bit.

39 40 -and you will have something like this41-looks good isnt it?nope not yet..

-select the lips edges like below.

42-extrude it a bit and add edge loops here.

43-Let it be there for now. Next we will work on the nut hole.

-Create edge loops to support making the hole.

44-after that,create small cylinders with the size of the hole just like below.

45 46-After positioning it,we will use boolean to make the hole…select the cyinder and the rim and choose BOOLEAN>DIFFERENCE.

-and you should end up with something like below.

47-Also you will end up with a lot of floating vertices..and i mean A LOT.so clean up a bit and after that you will have a rim just like mine below

49 48-Next we will continue working on the lip we left before..select the edges and extrude it just like this.

5051.-Now you need to fill the gap of those two edge loop.

-select the two of them and bridge them.

52-And there goes your rim..its finished.

53 54-Thanks for viewing.any question feel free to ask me.

PORSCHE 911 GT3 exterior modeling done!!!

Just finished the exterior of the porsche 91 GT3 game poly ver in autodesk maya..

the total face count of this model is 50k..next im gonna move on to modeling the interior of this car911g 911b 911c 911d 911e 911f

moving to autodesk maya

updatted progress of career

krconcept

Dear all my readers… sorry for not posting in this blog for soo long..haha

been busy with my career..

as i am now working on an animation company in my homeland,most of the time here i will be using autodesk maya..so from now on expect my works and tutorial to be those for autodesk maya (2014)..

but dont worry for max users,i will still be posting something about max since my freelance work is using max 2010..

here is some preview of my work in mayamerc caps2merc caps3merc caps4slr_render_a911

View original post

moving to autodesk maya

Dear all my readers… sorry for not posting in this blog for soo long..haha

been busy with my career..

as i am now working on an animation company in my homeland,most of the time here i will be using autodesk maya..so from now on expect my works and tutorial to be those for autodesk maya (2014)..

but dont worry for max users,i will still be posting something about max since my freelance work is using max 2010..

here is some preview of my work in mayamerc caps2 merc caps3 merc caps4 slr_render_a 911

Digital Output Speaker

render3

After a long rest, finally this blog is updated with my latest model,which is a desktop speaker…yes..this time it is not a car and I am also looking forward to widen my modelling scope in order to make it easier for me to find clients for freelance jobs.This speaker model is based on my own desktop speaker that I had been using which is Elephane Digital Speaker.It is not a low poly or game poly model since this is for updating portfolio purpose.I used mesh smooth modifier for the final smoothing and rendered with mental ray.

Render and screencaps

Render and Screencaps

Capture1 Capture2 Capture3 Capture4 render1 render2 render3 render3edited

Working with Smoothing Groups for Low Poly Intended Meshes

In the last tutorial, we looked at and studied about smoothing using modifiers such as TURBOSMOOTH and MESH SMOOTH. As I said previously, those modifiers works well if you are intending to model a high poly model. So, in this tutorial we will look into a way to make a low poly smooth without using any modifiers. We will try to model a product that looks like the one in the pic below…. 2013-04-14_181302 As I did not intend to make this tutorial long and complicated, this time I only use a simple but enough to cover most of the topics needed when using smoothing groups. First thing first, we will start by modeling it from scratch.. First, create a box and chamfer one of the top edges so that the mesh looks like this. 2013-04-14_174834 Now that we have the basic shape for the product that we wants, next lets add some details so that it does not look so boring..select the top and the front(the short one) face just like in the pic below. 2013-04-14_174858 What are we going to do with these faces is we are going to use INSET on them..use the amount you like. For me, I use 1.0 as the inset amount. Next,select the edges that was created on the top and front face just now, and chamfer them just like in the pic below. 2013-04-14_175003 Make sure that you set the segment amount to 2. I use 0.34 as the Edge Chamfer Amount. Then,you should end up with 3 new edge loops on the top face and front face. Next, select the middle edge loop on the top face and push it down a bit. Also, select the middle edge loop on the front face, and push it inside the whole mesh. You do not have to push it far inside, just a bit will do. 2013-04-14_175049   2013-04-14_175103   After you have done all that, you should have something that looks like this.. 2013-04-14_175253   Now if you are intending to build a high poly model, this is the point where you apply the MESH SMOOTH or TURBOSMOOTH modifiers and the works with the details for smoother effect. However, since we are modeling a low poly model, we will not apply any modifiers, except for SYMMETRY when needed. So, from now on, we will work on the smoothing groups and adding more details where needed. starts by selecting the whole mesh and look at the smoothing groups part under the POLYGON drop down menu.. you will see that the mesh now consists of many smoothing groups just like my mesh in the pic below. 2013-04-14_175312   We do not want to leave it as it is since we needs to apply same smoothing groups for certain parts if we wanted to make the mesh looks like what we planned. so,make sure you are still selecting the whole mesh (if not press Ctrl+A).Then, in the smoothing group menu, press the CLEAR ALL button and press 1 button in the menu. That means we are applying smoothing group no 1 for the whole mesh. Now, lets look at the what happened to the mesh when we only apply one smoothing group on it. It is better to turn of the EDGED FACES mode on the top right corner of the screen. Then, you should also have something looking like below. 2013-04-14_175343   Looks at how messy and sloppy our product now.. So, we need to do something to tweak the looks of our product. Starting with the details never hurt. So, lets start by selecting the faces just like in the pic below. 2013-04-14_175711 Set the smoothing group for this faces to no 2. Then, select the faces like in the pic below and set the smoothing groups to no 3. 2013-04-14_175745 Then, you should have something that looks like this. 2013-04-14_175820   Noticed how the shading changes when we apply different smoothing groups to the mesh. Understand how the smoothing groups works yet? Simply said, the smoothing groups makes 3ds max to calculate two faces on the same mesh as two separate mesh or region(without changing the poly count of the mesh). Thats why we can see a sharp parting between faces with different smoothing groups. Next, we needs to do something with the side faces so that it looks better. I usually chamfer the edge surrounding the face but this time, since we have intersecting edges, chamfering the edges may create more works afterward. So, the best way to solve this problem is by creating new surfaces by beveling the face. select both side faces and bevel it with the setting just like in the pic above..make sure you bevel it twice in order to create triple edge loops. Triple edge loops makes a mesh smoother compared to double edge loops. 2013-04-14_180013     next select the face loops created just now and set the smoothing group to 2. 2013-04-14_180106Next, we need to create triple edge loops on the rear bottom edge also. So, select the edge and chamfer it just like I did below 2013-04-14_180208   Now we are nearly finish.. Looking at the mesh, I think it is better to change the smoothing group for the side faces. So, select the faces like in the pic below, and set the smoothing group to 2. 2013-04-14_180430   now thats a lot better.. Next I changed it to different color in order to see if there is places where I mischecked because of the color before. Since all seems fine, lets do something with the front face’s details. The details now seems off so lets add more profile to it. I think making it looks a bit roundy may not be bad. Before doing anything, first I added an edge-loop on the faces just like below.this edge loop will help prevent more works afterward. 2013-04-14_180700   Then, select the edges below (make sure you don’t select the outer edge) and chamfer it creating a 3 section edges just like below. 2013-04-14_180726 2013-04-14_180750 Next, select this vertices and collapse them to one vertex 2013-04-14_180817   After that, do the same to the upper side of the mesh and then you should have something that looks like this.

2013-04-14_181132

Then, for the final step, since we wanted to make a low poly model, make sure we delete any non-needed edge loops and you should have something looking like this one below…

2013-04-14_181239

2013-04-14_181302

Thats all..congrats you have finished a low poly I dunno what it is…an external hard drive..maybe…lol..

I hope you learned something about smoothing groups from my tutorial. There is still many features and many use of the smoothing groups that have not been discussed in this tutorial. May be I will put it inside another tutorial or together with another car modeling tutorial so be sure to stay tuned~

Thanks for reading~

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