View Full Version : Modelling A Car HelP!
AdventChildren 10-23-2006, 05:45 PM Alright so I started learning how to model a car, but this thing is really starting to frustrate me. Is it how I set this thing up? or am I doing it completely wrong?
http://img338.imageshack.us/img338/4126/3dmd5.jpg
Theres what I am getting, always one viewport is screwed up :(
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citizenpayne
10-23-2006, 10:33 PM
Hey, what you are getting is pretty common.
First of all make sure the blueprints are alligned incorrectly. If you make sure they are alligned correctly, the blueprints may still not be exact in all viewports, this is usually because the views are orthopedic, they don't have a focal distortion in the perspective, they are views as if you were viewing an object in top, left, or user views in max, instead of the perspective view. Since there is no distortion in the distance, the objects or details of the car may not be congruent in all the views. What I recommend is for you to stick to a view or two views, the top and side and no to smuch in the front and back when doing the details. You can also get a sort of average in between all views to create the object, in this case the front light. Anyways don't try to follow all views exactly because you will never finish touching the points and will find yourself in an endless dillema 'cause when it fits in one view, it doesn't in the other. Just focus on two views and try to go on with the model. Following pictures, you can touch the details if the are way off, further along in the model.
Hope that helps, cheers
AdventChildren
10-23-2006, 10:42 PM
Which views do you recommend to use then? Should I not use the top view? or side view?...I get really confused when doing it just because all the views get confusing...:(
newellteapot
10-24-2006, 08:38 AM
It's important that when you apply the texture on the plane you apply a uvw modifier and then click on "bitmap fit", it will fit the uvw on the plane respecting the proportions of the image. If you don't do it, you'll get distortion.
You probably already know this, but I'll write it anyway as it might be useful for other people:
To fit a bitmap correctly onto a plane, very useful when modeling something using references (in Max):
1)Apply the texture onto the plane
2)Apply a UVW modifier
3)In the UVW modifier options, click "Bitmap fit"
4)The software will open a window asking you to specify wich bitmap you want to fit, click browse and pick your bitmap.
5)You will notice that being the proportions of the plane different form those of the bitmap, you get some tiling.
6)To solve this, simply copy the width dimension of the UVW gizmo onto the plane so that they are the same
7)Done!
gonemad
10-27-2006, 10:18 PM
Typically for modeling complex rigid smooth surfaces I like to draw out splines that follow the contures of the object so I can work out any problems like what you're facing rather quickly before I start pulling polys. Basically creating a 3D line drawing of your prints. An added benifit to this is that when you're done you end up with a wire cage that blocks out the volumes of your car.
tecsun
10-30-2006, 07:24 AM
I think you started with too much of edges and vertices. Try make it simple first, define the rough shape by using top/side/front view and only add-in the in-between when necessary or you will end up messy.
yenvalmar
10-30-2006, 08:39 AM
your first step should be to make it look like a low poly car in a video game, maybe 2,000 poyls top for the whole thing. then when that basic proportion is good you can refine detail and add a lot of points without running into the exact problem you have now, because it will all be in basically the right position to start with.
also in this situation the real car has a contour that occurs between the two lines you are following on the blueprint, which you havent included. you will need to add at least one more row of verts between your top and bottom rows to get anyplace close to the actual curve of the fender. which will also be easier with fewer rows. just tracing the blueprint is not going to make a finished model, theres still a hell of a lot of artistry and you need photos from all angles to use as reference. the blueprints are just landmarks to make sure you dont get the proportions wrong, you still need a lot of work to fill in what goes in between.. if it was that easy a program could do it.
sharpjaws
11-01-2006, 02:49 PM
seems like u dont have the blue prints set up properly, which was the most frustrating thing when i started modeling cars. if u have MSN .. why dont u contact me . ill give u some cool tips,
Aziz_fish@hotmail.com
afrodiziak
11-03-2006, 07:30 PM
you may try and modell something more simple like AUDI TT or NISSAN 300ZX cuz they are not so complicated.
AdventChildren
11-04-2006, 01:58 AM
Alright thanks for all the help so far :) I shall retry again soon!
newkid
11-06-2006, 07:15 PM
Hey everyone, how is everybody doing? Good I bet. Well im new to this whole 3d modeling and cg works. Now, I dont know how or where to start on car modeling. If someone can please give me a detailed walkthrough of this whole process I would greatly appreciated it. I have 3d max 8. I got as far as putting the blue print on the plane. So if any of you guys can give me a step by step walkthrough from beginning to end I really would appreciate it. Thank you.
scrimski
11-06-2006, 08:08 PM
Have a look in the tutorial section on 3dtotal.com. There are tutorials covering different modeling approaches(spline modeling, poly by poly, boxmodelling).
Do not rely on blueprints only, get as much pictures as you can.
You may find more tutorials on www.danielbuck.net, www.onnovanbraam.com and www.suurland.com. Don't miss the search function and the ressources sticky in the modeling subforum.
newkid
11-07-2006, 01:40 AM
thanks a lot for the web page. Im checking it out right now. But keep me posted and updated on sites. I mean I really need help. Thank you.
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