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View Full Version : Sports Car Design Method. Poly,Sub D, Spline ?


Scott M C4D
06-22-2003, 05:39 PM
Hiya,

I see that there are a lot of great cars being made by some of you and am just wondering what method you find easyest and the way you build your sportscar?

Do start of with a editable polygon cube or plane and gradualy add points and extrude to build your mesh ?

Or do you use lofted nurbs with splines ?

Or create a cube and sub-divide and extrude each section?

When i made my first cars i used the easyer lofted spline approch but found the high mesh count made it difficult to select points and edit it.
Building the caged roof part properly is a major stumbling block that i need to overcome.

I admire the quality of the work the car artists produce here
I guess i need a few tips .

Cheers

ThirdEye
06-22-2003, 05:51 PM
Sorry to sound a bit rude but this topic has been discussed 200 times, make a search for "car" in this forum, you'll find what you need for sure :hmm:

Scott M C4D
06-22-2003, 06:17 PM
Cheers ,
I see what you mean,but does that mean we are not allowed to ask questions on building cars any more ?
:hmm:

These were specific questions after all

pit
06-22-2003, 06:22 PM
does that mean we are not allowed to ask questions on building cars any more ?


ThirdEye just wanted you to do a search on the forum and read previous threads, that most likely will answer your questions. Nothing more, nothing less.

ThirdEye
06-22-2003, 06:24 PM
I made a search for you, prolly this thread can help you

http://www.cgtalk.com/showthread.php?s=&threadid=59082&highlight=car

Martin Kay
06-22-2003, 06:29 PM
Don't attempt using loft nurbs, or rather do attempt it and you'll see why they are too limiting. You can build car bodies from a 'cube' or by building up poly by poly. Building from a cube or box will take more planning and I'd advise you to save different versions on a regular basis so you can retrace your steps. You'll probably need to trace back and ammend the contruction unless you are totally ace at thinking well ahead. However you do it you'll probably only build one side and then mirror and join up again.
The most important element in any project of this nature is good reference material. The more accurately you can assess the number of necessary divisions in your cube at the start the less reworking you will need to do. Unfortunately this type of stuff is something you need to attempt to get a good grasp of the 'problems' involved.

Martin Kay.

Scott M C4D
06-22-2003, 06:38 PM
Thanks ThirdEye_01,thats what i was looking for.

Cheers Martin Kay for you tips


:thumbsup: :thumbsup:

Martin Kay
06-24-2003, 08:26 AM
One thing, since I'm still using Vs 7, having not decided which upgrade route to go, ie Mac or PC. ( Probably be Mac now, since I'm mostly Mac anyway and Apple have finally pulled something out of the bag!) I'm not sure that HN8 style weighting tags are always as versatile as the old technique of producing sharp edges in HN style 7, ie adding and bunching up divisions. My attempts to feather weighting in Vs 8 by varying the weights along an edge aren't always that impressive, making me think that using weight tags isn't always the answer. Be interested in the views of others.

Telnoi
06-24-2003, 01:09 PM
HN weight is great sometimes to overcome small problems when using the old method of creating sharp stuff, but I never use it without two edges being close together because the surrounding areas are affected as well after adding weight. Often when adding weight you will find that the plates of a car for example are thinner near the corners + you don't get those nice flowing relfections etc.

dg3d
06-24-2003, 01:51 PM
Hey Scott visit www.c4dportal.com (http://www.c4dportal.com) there is a great tutorial for building cars. Very good and teach you the basic, i am learning alot from it.

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