Model this: 3D Connexion Space explorer
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It s not that good.. trust me..
Intel(R) Pentium(R) Dual Core 2.80 Ghz
1 Gb ram
nVidia 8600Gt 1 Gb video cardWhy are u asking!?
Elisei
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Bravo Ely!
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Thanks!
Sorry i didn t kept the model without subdividing ..Maybe other time!Elisei
@unknownuser said:
a few years worth of modeling cars in SU really pays off huh..
yes sir,it does
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Jaysus this is tough....... after Ely's excellent model i'm somewhat embarrassed by this attempt
Think I need a different approach
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Great job Ely and Adam!!, niether one of you guys mentioned how much time you got into it, just curious cause I started but after about an hour and half with nothing acceptable, I said thats enough. Again all I can say is hats off to you guys.
Mike
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Thanks Solo for starting this thread. It turns out to be the most interesting modeling thread in a long time here on SCF.
Especially because the subject is a bit out of the boundaries of Sketchup's strenghts.I like the latest efforts of Pete, Ely and Adam.
The most difficult trick would be to get a clean mesh, which is difficult for a polygon modeler to achieve.
Especially when using a render engine to visualize stuff like that, a clean geometry is crucial.It would be interesting to see a MOI3D user post a version using Nurbs so we can compare and learn.
Lately I am interested to see if a Sketchup + MOI workflow would be a good approach to cover the whole modeling spectrum.I vote for NURBS FOR SKETCHUP!
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I'm having a hard time creating a beveled edge that doesn't completely destroy the model...
I don't have progression screen shots, but I started with a rectangle and used intersect to shape it. I used intersect to create an outline for the buttons too, so they follow the body contour (but made it a lot more work!)I know the scale and body shape is off... I just eyeballed it.
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@ely862me said:
It s not that good.. trust me..
Intel(R) Pentium(R) Dual Core 2.80 Ghz
1 Gb ram
nVidia 8600Gt 1 Gb video cardWhy are u asking!?
Elisei
wel because when I create a sphere with 2 circles with 100s my pc has serious problems also when I take your model and I copy/move the upper layer of the connexion explorer it needs like 20 seconds to think cuz of the high polys I guess.
but I think your models are high polys also but it goes way smoother .. or are they low poly ? ( dont know all about polygons though)Intel(R) Pentium(R) Dual Core 2.80 Ghz
2 Gb ram
Ati Radeon HD4870 1 Gb video card -
Thx guys!
Adam -very nice
Alpro-i don t know exactly how much time--let say about 2 hours.
Solidseal -watch this thread http://forums.sketchucation.com/viewtopic.php?f=72&t=2467Happy sketching!
Elisei
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Finally feeling like I have something respectable. Pretty much the same method as my first attempt, but used more FFD, Fredo Taper & Bend and Dieder's Projections to get the job done. Still need some work on the buttons and I could probably do it again with less segments in my initial bezier splines to make it manageable, plus the "nose" on mine is a bit flat. Unfortunately, I have a corruption in the file and when I try to save it, it crashes sketchup. Decided to do a couple Twilight renders since I may not be able to save the file and I know it's too heavy to use for a render challenge. I'll update the post with new renders when they finish.
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Mike, I spent about 4 hours on mine. (twice) If I built it again, I could probably do it in less than an hour, now that I'm over the head scratching.
I think the most difficult thing about this challenge is that we are dealing with a model that is a combination of hard surface and organic shape. I like Pete's approach to model the main skin. Here's some ideas on how to incorporate some hard surface to Pete's SDS skin to make the base.
![To make the rest of the base, draw a rectangle under the model and use the Line Projection tool to project the bottom set of edges downward onto the rectangle. Choose "yes" for make new faces.](/uploads/imported_attachments/nICO_Clipboard10SDS.jpg "To make the rest of the base, draw a rectangle under the model and use the Line Projection tool to project the bottom set of edges downward onto the rectangle. Choose "yes" for make new faces.")
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Adam, I have a new skin, this time I used my actual real world 3D Explorer to get the proportions better, I'd say the shape is pretty close to the real thing now.
The size is not as I model oversised.
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great tread
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Expanding on my previous method for the base, I felt it didn't have enough curve to it as does the real thing. I used Pete's newest skin and used some extrusions and projections to get the curves needed to run TIG's sweep along rails plugin. I think this is the most effective way I've tried so far and it went really fast. Hope it's helpful to some. Model attached.
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@sepo said:
great tread
Why are we talking about tyres Sepo
Guys these are just brilliant - have been keeping an eye on the output - it would take me a week just to get the shape of the main body done. Well done to all
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Here's a pretty clean (although heavy) model if anyone wants to play around with it. If someone wants to remake the buttons with TOS that would be great.
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looks really great! I prefer to make my version in Modo as I can't really model organic in SU
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That's incredible. This has been an excellent challenge and every approach by members has been eye opening.
I've struggled on this one and can make no excuses other than my user level. I'm gonna keep trying but don't think I'll make the grade.
Thanks to those who've invested their time to show others how truly skillful organic modeling is.
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I second that Richard - it is incredibly difficult for a newbie like me to even start thinking about how to go about this type of model - but when you see the techniques used by the gurus it inspires you to try difficult shapes and forms - my work is generally boxes and straight lines but I can see that the entourage items can totally change a scene and look forward to developing some pieces to use in future plans.
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