Side Post: Brake Calipers

 Hello again, all. This is another side post update much like the one detailing the render of the wheel rim, a bite-sized update, but not a full blog post. I hope you had a nice fall break.

I am working on modeling multiple portions of the vehicle, that being the shifter, some body panels, and the mirror panels.

I believe that the brake caliper that I sculpted is in a state well enough to present, so I created some renders of them which can be viewed below!

The caliper was sculpted within Zbrush. Because it was so high-poly, I was able to decimate it within Zbrush to ease the stress on Maya.



I also was able to create the Porsche logo type/text via an .SVG that I converted to an actual polygonal 3D-model through Blender (The workflow simply is quicker and less prone to errors in Blender than it is in Maya). I then exported it as an .FBX and positioned it into Maya.



Overall, it turned out alright, and I am going to continue fine-tuning the basic hypershade ai_standardsurface material I created for it.

I will provide a blog post about the other portions of the project as well, mainly regarding the other focuses of the car I am modeling (Some body panels, the shifter, the mirror, etc.) later through the week.

Thank you for your time, please let me know if you have any comments.

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