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proton
10-21-2002, 02:23 AM
http://www.lwg3d.org/v3/store.php?item=6

I haven't seen this yet but thought you guys might be interested....I'd love to hear what people think about it that have gone thru it!:wavey:

LNT
10-21-2002, 03:59 AM
I personally think poly-by-poly method is both faster and more polycount efficient

tracing a spline cage takes a long time (unless it's a rough cage which is pretty much useless) and patching it later produces uniformly spaced polygonal structures - not always the optimal solution in terms of polygon count

it could be only me though :)

proton
10-21-2002, 01:06 PM
so you've seen the tutorial?


if so tell us about it :)

Yiorgz
10-21-2002, 01:22 PM
Originally posted by proton
so you've seen the tutorial?


if so tell us about it :)

Hey guys....

This CD is the interactive tutorial on making a Cobra sports car exterior / interior / basic chassis / detailing / moulding etc... by Lewis...

http://www.lwg3d.org/forums/showthread.php?s=&threadid=4936

The tutorial is about 150MB of images and about 5MB of html - around 750 steps (screenshots) of building this car.

An incredible tutorial which was uploaded over the space of something like 3 months - I think..

For the price quoted .. I think it's worth it.. but you can have a look at the tutorial at the above link.

As far as polygonal detail and excess polycount... for beginners.. it is a really detailed tutorial.. not optimised mesh.. but more "how to make a car that winds up looking pretty darn nice"

I think those optimisations come with practice and repetition over time, all the while asking yourself "how can I save polys here and there" .. "can this shape be made with 3 subpatch polys instead of 5" etc..

You would ask the same things you go through when modelling any subd object. You could even take into account the contours of the car to cut down on polycount.. but this comes with experience..

As far as tutorials go.. I can't remember ever asking "what happened between frame A and B" - because he pretty much screengrabbed just about everything ...

You could learn heaps just by watching the big pictures in a slideshow type viewer (but there are captions in the HTML for each picture).

Steve Warner
10-21-2002, 08:17 PM
I consider this to be the definitive tutorial on spline modeling. There are a ton of tutorials out there on box modeling, a few using Dan Ablan's "Detailed-Out" approach, but very few on splines. Even though I never officially did the Mustang tutorial, I read the first 15-20 pages and picked up enough info to model the A-10 we now use at work. I'd give this one a 5 out of 5 star rating, and consider it essential to anyone wanting to learn how to model highly detailed meshes.

Steve

Cman
10-21-2002, 08:34 PM
I worked along with him when he first started the html tutorial. It is extremely detailed and covers every aspect of modeling the vehicle. From general body structure to knifing and smooth-shifting the smallest details in the interior. It did take about 3 months. I never finished, though I did read it all.

It is definitely a 5+ star tutorial. No step is missed. Also, afaik he's still answering questions on the lwg forum, so if you need help you can get it.

Just don't ask about the all-time king spline error: "Curves do not cross correctly." :wip:

If you read the interactive tut, he answers that one a dozen times. :)

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