View Full Version : nissan 350z how to??
sebek27 04-29-2003, 02:34 AM i'm working on modeling the nissan 350z and did the door, but i can't really see what the individual pieces would be right now, can you show me what piece you would do now and maybe draw with red to show me how you would divide this ?
thirdeye: for your car that you are doing, are you blueprints loaded into the backdrop or into planes ? thanks a bunch!
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take the edge polygons or edges or what ever, it really depends on what type of modeling you are doing anyway.
just use functions/split and then model the next peice.
also I can tell you now that Thirdeye is using planes.
jsut look at his picture dude, he is using perspective veiw, and the background photos do not show up in perspective, however this does not mean he wasnt using them at all.
anyway dude, just make your car and learn the skills as you go along, its not always necessary to ask about every little thing.
ThirdEye
04-29-2003, 05:18 AM
Originally posted by JIII
just use functions/split and then model the next peice.
also I can tell you now that Thirdeye is using planes.
He's right about both things. Use split to split a series of points, drag them a bit and then start from them your new piece. And yeah, i'm using planes. :)
sebek27
04-29-2003, 11:41 AM
thirdeye: so if you started off with a plane, then the rest was all adding points and bridging ? i mean if you split and drag them it's just points now so i guess you add more after and bridge .. so you don't really do each piece of the car with a cube?
thanks, i'll see how far i can get
I don't think anyone models each individual peice with a cube.
that would be so time consuming.
if you are going to use a cube most people seem to just try and model the whole thing in one shot.
however you shoud check out the automobile template that auto g. posted in the refrence section.
it is very good for making a car very fast.
ThirdEye
04-29-2003, 01:45 PM
NEVER model the entire chassis in one shot. It's not accurate and it's so tiring. Model everything piece by piece, starting with a single polygon and adding cuts where needed, then when you're happy with the shape of the piece simply select the MakeThicker plugin to add the third dimension.
Peoples
04-29-2003, 02:20 PM
MakeThicker ?? Huh?! Where's that? I tried plugin café search with no luck... I haven't heard of it:bounce: :bounce:
ThirdEye
04-29-2003, 02:23 PM
http://home7.highway.ne.jp/winter-m/plugin.html ;)
sebek27
04-29-2003, 03:05 PM
so basically the first shape, the door in my example, i start off with a cube and then the rest i use split and adjust the points ? but when i use split command that doesn't really separate the piece and i thought you did piece by piece?
one more question thirdeye.... so let's say once I am done with the door, do I look in the front and top view and adjust it so it bends as it should when seen from top ? or do i finish the whole side then bend and adjust it to the top and front view ?
too many questions sorry
thanks for all your help
Cannon454
04-29-2003, 03:18 PM
Just a thought. Some of my strongest modeling techniques have come from experimentation(sp). I don't know what your modeling / cinema experiences are, however I do know that I would much rather give advice on your modeling experiments than walking you through a problem. sebek27 this will take you longer but it will be much more rewarding and better for you in the end. Keep up the good work dude. the door looks sweet so far!:bounce:
ThirdEye
04-29-2003, 06:21 PM
This is what i do:
- make HN object
- make simmetry object
- put the simmetry into the HN
- make a polygon that i'll use for a piece (for example the door) and i put it into the simmetry object
- i give the polygon the right shape in ALL the views using cuts, moving points, using HN weighting if necessary etc...
- i use MakeThicker to give it depth
- once i finished the first piece i make the one that is closest to it, in our example the closest piece to the door could be the side glass, so:
- i select the points that are at the top of the door, i split them, it creates another object made up of those points and nothing else
- i put it outta the simmetry-HN objects
- i duplicate it and i move it slightly (the direction depends on the shape of your piece, if it's a roof than the direction will be horizontal)
- i connect the 2 objects using Functions - Connect, they become a single object made up of two rows of points. The 2 original objects remain there, but delete them since you don't need them anymore
- i bridge the rows of points
- i put this poly object in another simmetry object
- i put the simmetry in another HyperNurbs
- i complete the piece using the same technique i used for the other piece
i hope this helps :)
sebek27
04-29-2003, 06:56 PM
THANKS thirdeye :thumbsup:
ThirdEye
04-29-2003, 06:59 PM
Originally posted by sebek27
THANKS thirdeye :thumbsup:
no problem :)
sebek27
04-29-2003, 07:07 PM
last question:
the first polygon is it a plane object ?
thanks for all the tips
ThirdEye
04-29-2003, 07:12 PM
it's really the same, i usually prefer a null poly object, i add 4 points and bridge them, check this:
http://www.bmc.med.utoronto.ca/C4D/Addingpoints.html
if youuse a plane object it will be a much diffrent experience. A plane in C4D usually has about 20 polys.
this can be lowered but you would be much better off with a bridged poly.
ThirdEye
04-29-2003, 07:19 PM
Originally posted by JIII
if youuse a plane object it will be a much diffrent experience. A plane in C4D usually has about 20 polys.
this can be lowered but you would be much better off with a bridged poly.
It's really the same thing, tweaking a couple parameters and pressing C is enough.
ThirdEye
04-30-2003, 04:20 PM
Sebek27: check all the pics of this link, they show you the right process to make a car: http://www.dermattin.com/wip/mini/
sebek27
04-30-2003, 04:49 PM
thanks 3rdeye !
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