Special Feature

Part I - OverView : The Flash Runner

What is The Flash Runner?
Well, it's the brainchild of Varian Qua. Basically it's a futuristic non-pivoting motorcycle based on my imagination. It's a extremely high speed bike with elements of today's motorcycle designs (probably not practical for such sci-fi bikes but it gives some character to the motorcycle). Theorectically (though more or less fictional), when the bike nears the speed of light it virtually turns into pure energy (so here I get a chance to apply some of 3D Studio's special effects). Well, the storyline is coming along but it's not done yet. So let's get on with the project.

MAX or R4?
I chose to do this project on 3D Studio Max. The processes shown here will come from 3DS MAX. However, 3D Studio R4 users can also follow the procedures and come up with an equally good version of the Flash Runner because the creation processes etc. are about the same. At the end of each step a note will be included for 3DS R4 users on how to achieve the same effect. I chose 3DS MAX because of the arrangement of the various parts. The "shade selected" option in 3DS MAX made the task easier as I could see the exact location of the objects and which object overlaps which. In 3DS R4 moving the wireframes about (especially complex and messy wireframes) would not be so easy as it would be difficult to tell if an object overlap another without spending time rendering the scene. I also made use of the "patch" modelling feature in 3DS MAX for a couple of objects. However, the same objects can easily be replacated by a loft process.

Who should follow this Special Feature?
This Special Feature will prove useful to beginners and professionals alike. The steps that will be presented are designed more to the beginner-intermediate level so everyone can understand them. However, I'm sure professionals can skim through and get something out of it as well.

This Special Feature marks the beginning of "Real World" applications of 3D Studio and a closer look at my personal work and how it is done. I hope to open the eyes of users and help them learn by example as it is more fun and interesting than reading the text of the lessons as it includes practical tips and a real "Hands-on" experience.

The coming parts should be ready soon. Check back in a week or so and we will begin with the basic mesh creation.

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