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BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
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BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com


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1Tutorials Maya Making of Quad bike by Ali Ismail Empty Tutorials Maya Making of Quad bike by Ali Ismail Sex Jan 21, 2011 8:47 am

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Introduction
This will be a brief explanation about making of the quad bike, I like quads but you won’t exactly see me riding one (too scary for me Wink ) anyway it was needed for a small project for a presentation of a quad and motorcycles racing track, it needed to be animated as well.
Reference
As usually if you needed any decent realistic existing model you need reference, unfortunately I couldn’t find blueprints for the quad but I did manage to find a decent front side pictures, a tip is to not only look in the official sites and try google image search or anything similar, amateur images is sometimes more clear than good ones because they don’t do any effort to make it perfect they show it for how its really is
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As you see its far from perfect reference, so when modeling you always have to be careful and look at reference images taken from a normal viewing angle and checking to see if it’s the same or not (simply use your eye), you can pretty much say that modeling without decent blueprints isn’t certainly your first choice, I can hear some one out there saying duh Smile anyway.
A little trick also is to put the reference image as a background then use a camera to try to replicate the original one, and see if there are major proportional differences (camera match)
Modeling
I’ve had no problems with modeling, the only hard thing was the lack of good reference which makes modeling more time consuming, I made the all the basic objects using editable poly as following:
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then I started adding details also using primitives, splines etc.. and adding simple modifiers to primitives taper, FFD etc
I did also make 4 or 5 types of screws and small objects so I can quickly start copying them and instancing them, that added good amount of details very quickly
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