View Full Version : Modeling : Car Windows
I need help w/ the transition between the car body to the plastic to the window itself. max poly modeling. so car modelers plz give me a hand...thx...
http://students.washington.edu/yfx/supra/help.jpg
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Chason
04-27-2003, 09:29 AM
depends on how you want to do it. :shrug:
if you need to make the seal then either model it seperately and place in on the window or box model and extrude from the top of the door.
btw if you model it seperately you might want to run ffd box on it and position it if it doesn't fit.
ffd box? the problem is that when i extrude the edges of a surface, the corners get rounded off due to meshsmooth, but if i don't need to extrude the edges..say for the glass, the corners then aren't as round even w/ the same meshsmooth. anyways, i will give it a try again.
secretasianman
04-27-2003, 10:32 AM
while useing meshsmoth on the verticy level, try using the weights to control how much smothing affects the area if it a prob with edges.
ToddD
04-27-2003, 04:30 PM
I would have modeled the windows as I modeled the body of the car, all as 1 piece, then select the window polys, and detach them to a new object.
And just a side note about weighting vertices, while it may help you to attain the shapes of objects, with a reflective object such as a car, the reflections will be distorted and pull toward the weighted vertices. Learn to model it properly, and you won't need to weight the vertices in this situation.
xynaria
04-28-2003, 02:31 AM
I always model as much as possible within one main shape and only start detaching or cutting it up later so that editing is easier and less likely to be so problematic......usually for windows I detach the faces and add a soldify modifier. I too also avoid weighting as being a particularly nasty way of changing the mesh.. it does it's job as much by distorting the surrounding mesh, which IMHO only adds to headaches later on. To obtain hard edges I use smoothing groups.
An easy way for you to add windows to the car you've shown is to use create faces and just build the windows in on the mesh you already have. :)
Pablo3d
04-28-2003, 09:15 PM
Try convert to editable poly, then cap the hole with the border subobject, then connect whatever verts you want. You can keep the mesh together and apply a seperate uv map for the window polygons.
If mesh smooth is smoothing areas you don't want smoothed you can double your edges in that area to keep the edge sharp.
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