Mirn's Book of Renders

Greeting, 3d-world stranger. In this humble place I'll share some of my works, thoughts, hopes and achievements.
Feel free to share your thoughts as well. I really like to read some valuable feedback and critical comments.

  • Michael Mirn(michaelmirn) replied

    Part 9:

    It grows and grows and grows and grows. But the end is palpable.
    A few parts left: 2 units of "really, is that a thing?" and 1 unit of "hmm, what it might be?" Plus some minors "what the hell".

  • Matthew Fricker(frikkr) replied

    Its certainly a very strange but intriguing engine. Great modelling and attention to detail! 

  • Michael Mirn(michaelmirn) replied

    Thanks, frikkr

    It looks way more accurate and compact in museum (but that is not an original design):


    The original looks like this:

    The main purpose of that engine was to demonstrate it's ability to work. The total "travelling distance" of the very first model never made it past 2 km (maybe because it got burned down with the garage where it was kept).

    But I really like how savvy that engine works (crude but savvy). For the instance: if you push that front lever forward it lowers the brakes and removes supportive wheel from the engine belt. If you pull it back then you release the brakes and supportive wheel squeezes the belt so you can move.
    That bike is like a Cro-Magnon for the modern Ducati. And it is so great to examine it)

  • odunov replied

    I've been checking out the thread every now and then and I have to say, this is a nice undertaking and you're doing a great job at it. I'm enjoying the details and looking forward to how the project pans out. Good luck :)

  • Michael Mirn(michaelmirn) replied

    Thanks a million, @drgnclw !


  • Michael Mirn(michaelmirn) replied

    Part 10: the engine is done. The last part that is left -- brakes. Gonna finish it tomorrow, then do some beauty shots and start the unwrapping.

    Can't say I am totally satisfied with that result. There are two major flaws within its' design and I can not fix it (or reinvent in some way) because I do not own a blueprint. So this is not a historical and 100% genuine model, more like a decorative one. Bugs me a bit)
    It's been a good practice tho.

  • Keith (beefkeef) replied

    Hi michaelmirn I think this is looking great! Can tell you've put some time in here getting all that detail - I think it's really paying off. 


    Out of interest, what parts are you not satisfied with?

  • Michael Mirn(michaelmirn) replied

    Thanks, beefkeef

    These:

    Not heartbroken about that little door but it just doesn't seem sweet. I know it is placed below the saddle and completely hidden but still.
    And that pole (for the lack of proper term, sorry). It goes up and down the road as a starter I believe. But the original design is completely messed up here, it is just a counterfeit mechanism.

    There is a piece I like tho) And I know that no one will look for this part:
     

  • Michael Mirn(michaelmirn) replied

    Ok, the model is done and it looks like this:

    How am I supposed to texture that whole thing? Well, gonna find out that soon.

  • Shawn Blanch(blanchsb) replied

    Just hit the "Fill" button, lol

  • Michael Mirn(michaelmirn) replied

    Yeah, the temptation is high!

  • spikeyxxx replied

    As most of it is metal, I wouldn't unwrap it (you mentioned unwrapping this, yesterday, but most of it can be done better procedurally..),maybe only the saddle...

  • Michael Mirn(michaelmirn) replied

    I think I'll use Substance for this one, spikeyxxx

    I really think that texturing is a weak spot in Blender and I really wish that Ton Roosendaal would develop the base of the Blender a little bit more and put a little less effort into some side features. But I judge as a customer here. He sure has his reasons to do things his way. Maybe he tries to build up some sort of a freeware Pixar media conglomerate, idk.

    Anyway, until Blender struggles to become the Jack of all trades I can always use more suitable side programs to fill the gap.

  • Shawn Blanch(blanchsb) replied

    Substance is actually on sale on steam. I'm thinking of biting. Not that I will give up on blender but it would be nice to have a license for it.

  • spikeyxxx replied

    michaelmirn I just meant that you don't need to unwrap most of this, whatever software you use for texturing;)

  • Michael Mirn(michaelmirn) replied

    I know that) unwrapping all these bolts would be crazy.

    Anyway, thank you, spikeyxxx
    Your advice is always welcome. I have the feeling that you know that program really well and I am barely a beginner.

  • Matthew Fricker(frikkr) replied

    The latest build of Substance comes with an auto unwrap feature that is selectable when you start a new project. I've no idea if it works well or not as I have yet to use it , but it may be a huge time saver for you if it does.... 

  • Shawn Blanch(blanchsb) replied

    Yeah if Spikey says something I may know something about, I be like: cool, that is good to know! Because more often than not he knows how to do something way better than I can think of. That's what working on blender for 10 years get you haha

  • Keith (beefkeef) replied

    Somehow it always feels a bit less overwhelming once the larger bits are done (or at least to me it does!) so I would probably start those first. 

    This is going to look great once it's textured, can't wait to see it!

  • Michael Mirn(michaelmirn) replied

    Thanks a lot, beefkeef

    I've just finished the procedural version of that model for the practice sake. So if you want to see it -- here it is:


    I am going to complete that with the Substance version for sure. I just need a couple more days for it)