View Full Version : Collaborative Tutorial: Car Parts
EquiNOX 07-09-2006, 02:23 PM Seem like no one have any motivatiion on creating some tuts from other tread. Perhaps some of you may not be interested. So I thought this time we could try collab tutorial on car parts. which I assume its popular by demands? We could try to create windsheild wipper, headlight, tires, rims and so on if anyone is interested, let me know so I can start this.
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seagulls
07-10-2006, 04:53 AM
To tell the truth id rather be working on my car models.I have a lot to do this week and lots of projects im behind on (again!).
My time is short this week but if you can be specific on what you want i can do it.The last thing I want to do is waste time making something if im not sure if its going to be used.
PureBlizz
07-10-2006, 05:52 AM
Theres no rush, Im in on both the Collab's, I just need some more time..
We're bussy people you know :P Im back at work full time ++
Good initiative though =)
EquiNOX
07-10-2006, 02:38 PM
Well, I actually I am not trying to rush anyone.. I understand lot of peep can be busy so am I :), I work full time and have few projects to do.... What I am trying to do is establish more options on collab tuts for others. I thought this probably would be popular by demand rather than modeling bowl which they may not be interested. Let say we can continue both. Collab tuts on general parts and Car parts?
Let start with modeling car tire with tread, I assume this should be easy??
seagulls
07-10-2006, 03:07 PM
I guess so,I need to make some tyres anyway :D
Doesnt really matter but- hollow or solid?
EquiNOX
07-10-2006, 03:48 PM
Doesnt really matter but- hollow or solid?
It doesn't really matter.... There's no rules :)
Snecx
07-11-2006, 01:59 AM
Ah, I have been away for a while. Have been busy. This topic can be fun for me if we're not focusing too much on tedious parts. I would love to contribute. If anyone has any surfacing problems (for any particular part), I would be glad to post some ideas (and step by step images of course). :)
cheasie
08-06-2006, 08:30 PM
Hi,
I've trying to model this Audi TT for a while now, but still can't finish it. I am trying to draw all the curves out and use network surfaces to make them. This is what I have so far, and I've check the curvature graph to make sure they are good, and match some of the curves to make them have tangency. But I am stuck on making the side surface ( as before :( )
Maybe some of you can give me some suggestion or step by step guide? I'll attach a screenshot and my file, thank you.
File Link (http://www.yousendit.com/transfer.php?action=download&ufid=75E3104B5B10BC50)
EquiNOX
08-06-2006, 08:59 PM
I wish I had time to help you by looking at your files... I can only suggest you is not to use network surface often, use sweep1rail or sweep2rail, it is lot easier. Also, for the body, draw a curve striaght away then draw another curve as cutting tool along body line, trim/spilt it. If you have seen TRK's tutorial, my best suggestion is to learn it because it has almost everything you need to know.
EDIT: Here's the first attachment, one I did it couple months ago by following TRK Tuts, Unfortuantely I never had time to finish it. And the second attachment currently WIP on 2007 TT which I am currently working on it when I had time. Those was all of things I learned from TRK's tuts, it benefit me by understanding how to use tool to get body shape to look right. The point is there are no other tuts that is better than TRK yet, unless you want to purchase SWIPS's video tuts on modeling complete car body, brake disc, rims and etc with rhino which is coming soon.
cheasie
08-06-2006, 10:52 PM
I did TRK's tutorial and this is what I have. One problem I am having is the surfaces on the very bottom along the car, it doesn't fit well with the rest of the car. Can you tell me some of the pros and cons of using different techniques to make surfaces such as network surfaces, sweep1/2, loft..etc? I saw a tutorial by Wyatt Turner, he drew out the shape of the car and use network surfaces to make them, I thought I can do my Audi like what he did.
Yes I've heard S.W.I.P. is doing a tutorial but I'll have to talk to my parents about it, wish I am an adult already.
EquiNOX
08-07-2006, 12:01 AM
You did fine with your car following TRK tuts... I am not sure I can see the surface at the bottom can you post close up?
About these surface tools, Actually there are no pros and cons between them. I was reffering you as my suggestion based on my experience as if it was my best way to start on car body... Because I think it is much better... to have surface to flow with curve rather than just have to link all of 4 corners like network surface. Also network surface tend to shrink in along with bended curve if there are no other surface combined with their edges. So point is, You can still use network surface tool, whatever that float your boat. But the best is to use sweep or loft surface when you want it look smooth, you can always combine one surface to other by using fillet or pipe/spilt blend thing.
I, again reviewed your post pix of your old audi, I noticed you just create a curve following car shape from BP. I would suggest you not to do follow curve exactly from blueprint, but extend it outside of boundry of BP. This would not give surface a lumpy or cramped up looks. Here's image below on examples. This can give you some ideas what I mean.
http://i12.photobucket.com/albums/a230/APrather/Tips.jpg
cheasie
08-07-2006, 06:24 AM
EquiNOX, thank you for the thorough explantion. The Zebra Map clearly explains why you encourage me to use sweep1/2 and loft. But if network surfaces aren't as smooth as sweep1/2 and loft, then why would This (http://mysite.verizon.net/res1ld7l/Tutorial_Page.htm) tutorial used all of it? As of the TRK's tutorial problem, I was referring to these (see attachment). I guess I just have to spend time to find different ways to model different parts of the car like doing problem solving math problems.
EquiNOX
08-07-2006, 04:11 PM
Wyatt is just demonstraing on different way to build car with surfaces such as network, loft or sweep on concept/imaginary cars. So you don't always have to follow his way... You can also see he have spilt lot of network surface in pieces to make it look smooth which IMO would take a long process. If you really want to work on detailed cars, it'd be best to start off with sweep/loft on car body and then use network on detailed parts for surface continuity such as wheel arc and so on....
About the lower part of TT... they don't flow good because they don't have curve continuity... I would do pipe/spilt then filling/blend thing. Or just create seam lines.
Yes, you would need to spend lot of time to solve problem on complex curves.. My best recommend is for you to research on cars that you are about to model, collect lot of picture reference off from website, make a notes, practice on area where it look complicated before you can actually start, this is what I did preventing time consuming. Or you can always visit
Rhino surface workshop (http://forums.cgsociety.org/showthread.php?t=328508&page=6&pp=15) and look through how everyone succed surface continuity or look at post #78 to #149, where everyone is discussing surface continuity on cars. I think this would be helpful for you.
cheasie
08-09-2006, 08:28 PM
roger that
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