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mrmacdude
04-17-2007, 12:49 AM
Where two car parts come together, there is a seam. The hood and quarter panel, for example. How do you acheive this effect on a model?

An answer for both nurbs and polys would be appreciated.
http://img176.imageshack.us/img176/8090/bmwm3cslbydangerussfp1.jpg

sinIcide
04-17-2007, 04:49 AM
You could just fake those seems with the texturing. Otherwise you are probably gonna have to have smaller polygons for those areas if it's Polygon modeling. I am not sure about nurbs. But best bet I think would be to fake it with texturing since it won't add to your overall poly count.

formerself
04-17-2007, 09:58 PM
im working on the same car atm, and im just creating very small polygons where the separate panels of the car meet and deleting them. im polymodeling btw no clue about nurbs

Cerenkovman
04-18-2007, 02:37 AM
This is just a guess on my part, but I started modelling a "car" with nurbs a while ago and had pretty much come to the conclusion that I was going to model each panel and put them together like you would a real car. Not sure if that helps or not, but thought I'd muddy the water a bit.

Ingrimm
04-18-2007, 08:01 PM
I've just modelled my first car by polo modelling and have to say, Cerenkovman is right... in Polymodelling it is normal, that you build part by part and put it together... just like you draw a picture. Dont start with the global shape, get the details and klone a edge with a minimum offset to begin with another one. For example: after you've finished the hood, clone the polygons on the outer right edge twice, bridge and detach them from the hood in order to get a new object.

Hmooboi06
04-19-2007, 05:24 AM
yep, they're right man. you have to modle it piece by piece. you can look up lionTR tutorial on how to model a car, but its box model. Don't know if thats what you want, but thats what im looking at right now for my car.

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