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Xsub
09-25-2005, 03:55 PM
Hey guys, i just started my first model of a car, i decided to go with a 1993 toyota supra - they have always been my favourite car!

Anyway, i came accross a tutorial to make one of these using 3ds max, and as with all 3d packages, most have the same basic outlins to make such objects so i followed it using c4d 9.1.

I made almost all of the car out of splines first as a refrence, and i have just started filling it with polygons using the "new polygons" button, in compliance with spline snapping and cutting to finish.

So far i've just done the bonit but i'm having difficulty trying to figure out a sencible way to tighten up the edges.

The tutorial i have been following which is located here;
http://www12.brinkster.com/ylozitskiy/Supra/supra2.htm
states to do a chamfer extrude, though i have tried going into edge mode and using bevel and extrude but none seem to get the desired effect.

If you could help me with this it would be very appreciated!

oh and, if you could give me any hints to building such a object the best way, that would also be very helpful :D

Thanks a lot.

EDIT; screen cap of progress so far

mihkeltt
09-25-2005, 05:32 PM
select all the polys of a body plate, do a tiny extrude (if your at scale 1:1 then it should be like 1-2mm), then an inner extrude with the same amount and then correct any hard corners. that's how i use to do it

Xsub
09-25-2005, 05:39 PM
select all the polys of a body plate, do a tiny extrude (if your at scale 1:1 then it should be like 1-2mm), then an inner extrude with the same amount and then correct any hard corners. that's how i use to do it

Thanks but i did try this and i didn't seem to have any luck, perhaps im doing it wrong.

i tried doing your method just a second ago, i selected all my faces i wanted (using polygon tool ) then i used extrude and then inner and the edges don't seem any closer, it's quite odd. hmm.

here's a screen cap.

mihkeltt
09-25-2005, 08:42 PM
i did this little tutorial - hope this will help. it is also suggested to do a double inner extrude as this results in more solid looking edges. and btw, the splinecage is looking awsome :)

http://mihkeltt.dyndns.org/corner_tut.gif

Xsub
09-25-2005, 09:25 PM
Thanks a lot man!.. i checked out your WIP link and it's coming along very nicely!

I'll post a progress image later on to see how im treating the corners/overall modelling method.

Xsub
09-26-2005, 01:17 PM
ok, i've been modelling it but it doesn't look very good so far, i could tweak it a lot more but i feel im using too many polygons.

There is a reason i have so many polygons. It's because i was trying to line up the headlight with the body shell but i couldn't get them to smoothly shift between (i'd get gaps between) so i decided to create the same cuts at the same places and then bridge them together to get a smooth transition - result being, many polygons.

Does anyone know a better way i should be doing it?

Xsub
09-26-2005, 03:16 PM
I decided to start again since there were too many control points made it hard to adjust the shape.

mihkeltt
09-26-2005, 03:37 PM
the mesh is looking much better now.

Xsub
09-26-2005, 06:15 PM
Hey thanks for commenting.

Umm, i've run into another problem, this time its to do with lining u the different sections of the body.

At the moment i want my lining up to be completely correct as you can expect but because i do not have identical cuts in the same places on each of the body sections it is hard to get a clean join. For example, my light joning in with the hood.

Here's what im talking about

oh and another progress update.

mihkeltt
09-27-2005, 05:08 AM
well this is what i know and think about carmodelling in polygons - as far as there are no straight lines, you should always line up cuts on adjecent plates.
below is a shot of my VW Phaeton in early stages. i start modelling the body in one piece to keep the polyflow and then cut it up, do the extrudes and corner shaping later.
LINK (http://mihkeltt.dyndns.org/VW_Phaeton/phaeton006.jpg)

Xsub
09-27-2005, 11:16 AM
oh right, damn a lot to learn. i always thought it was good to model individual parts "since it is how a real car is made" but if you don't do it all in one piece then you left with lining up polygons, and from everything i know it is impossible unless they have the same amount of points in the same places. For example, the image i attached, i dont think there is any-way at all to get a clean fit unlike i would get with making it all one model.

If anyone here oculd enlighten us if there is a way out then please do, though i doubt there is.

anyway cheers..

wuensch
09-27-2005, 11:59 AM
what about this: model in one piece what is better in one piece, then split the parts ;-)

olli

marcom
09-27-2005, 01:00 PM
this is maybe not want you want to hear but here's a link to a plug that could make your life easier:

splinepatch (http://www.heyne-multimedia.de/c4dplugin/indexx.php)

cheers
marcom

AdamT
09-27-2005, 03:08 PM
The main thing is to get continuity from one panel to the next. You can do it by modeling as one piece and then cutting it up, or you can copy/paste edges or faces to a new object to start the next panel.

Xsub
09-30-2005, 06:38 PM
some progress...

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