View Full Version : automotive modeling
MichaelR 08-02-2007, 11:50 AM Hi alltogether,
I thought of starting to model a car today, but as I wanted to start,
it came up, that I donīt really have an idea, how to archieve a proper model of a car.
I thought of using reference,ok,
but how to start then, I donīt have any idea at all.
Would be so kind of you, teaching me the general approaches on how to model a most realistic looking car.
Thx in advance,
Michael
PS:Iīm using Maya if that makes any difference.
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yann22
08-02-2007, 02:16 PM
One common approach is this:
1.) Set up image planes (top, front, back, side)
2.) Create a curve network according to the image planes using NURBS,
so that you end up with a cage outlining the major lines and surfaces of the car.
3.) Fill in the curve network with polygons point by point using the "create polygon tool",
or using "Loft" and "Birail" set to output polygons in the options, or both methods.
4.) Do the detailing in polys from there, constantly checking the smoothed version.
But there are also tons of tutorials if you need more detailed, step by step info.
Cheers,
Yann
MichaelR
08-02-2007, 03:04 PM
Thx, for your help.
No I donīt want to have any step by step tuts.
Just some basic approaches.
Iīve also seen that a car was modeled in different parts, so the door is one, the roof, etc.
What about this way?
tilomit
08-02-2007, 03:35 PM
Iīve also seen that a car was modeled in different parts, so the door is one, the roof, etc.
What about this way?
This method is actually pretty good. First of all a car is made up like this in the real world, so it helps making your car more realistic. On the other hand it's easier to handle because you are able to hide those parts you're not currently working on and can concentrate on seperate parts.
MichaelR
08-02-2007, 03:38 PM
Thx, for your help =)
Will try it this way.
Regards,
Michael
yann22
08-02-2007, 10:39 PM
What about this way?
By all means. The method I outlined doesn't imply modeling the car as one part, you do model them as seperate pieces following the blueprint. Depending on the make of the car, however, there are many cases were the curvature of one piece will be seamlessly continued on another piece. In this case, having a good curve layout as a starting point helps a lot.
MetalcoreMailman
08-03-2007, 09:06 PM
you can also model a car using planes, and then selecting the sides of the lines and stuff and holding shift and dragging it. Thats the way I see alot of people model stuff from referances, and it seems to be a good method for doing things with a reference.
newkid
08-06-2007, 09:12 PM
Hey all. Im new in the 3d field and currently working on modeling a mustang. My problem is that the model is high poly right now and I cant change it back to low poly. Its not on meshsmooth or turbosmooth. So, if someone can figure that out please let me know and help me. thanks
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