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Adam
05-12-2002, 06:07 PM
Hello I have just started to mess around with the surface tools in max. I'm trying to model an Audi TT. first, do you think that surface is a good way to modell this car? Also I was wonerding if there is anyway with surface to make it so it uses consistent face palcement (if that makes any since). I have a side peice of the car that requires five vertice corners to make the shape, so this means that I have to add a cross section so that it is split into a 3 vertice section and a four vertice section, but when I do this it causes each section to have different distrubution of polys, which therefore cause the car to have a pich or seam along the change in disropution, the added cross section line. No matter how much I mess with the wireframe undersurface it still has the pinch line. What can I do to fix this? I would post pics but don't know of a free server to allow outside posting. Also if anyone knows a good tutorial to aid in my project it would be greatly appreciated.
:rolleyes: :cry: :cry: :rolleyes:

Marcel
05-12-2002, 08:12 PM
You get the pinchline because you mix 3-sided and 4-sided patches, that's something you should aviod. If you use two 4-sided patches you'll probably won't hav the problem.

And yes, surface tools is a very good way to build a car, since you can work very precisely with it. It will be a lot of work, I can tell you that. Subdivisions (NURMS) will probably be a lot faster. (Look at www.Trinisica.com for good subdiv. tutorials)

There are a lot of tutorials about surface tools around, so check around with Google.

And if I were you I'd pick another type of car, the Audi TT is about the most modelled car in CG..

Good luck,

Marcel Vijfwinkel

Iain McFadzen
05-12-2002, 09:09 PM
You don't need any webspace to post a pic here, you can attach small files to your post. Put up a splinecage render for us to have a look at, cos there is no reason why you should have to adopt poly modeling to finish your car.

Adam
05-12-2002, 10:55 PM
here is the smooth and I will post the surface cage cage

even on 4 edges it cretes the pinch. Is it just because I don't have anything modeled above it to smooth with or the change in face density? I think it is the face desity but i don't know how to get around that problem
Help!!!
:surprised :annoyed: :annoyed: :surprised

Adam
05-12-2002, 10:57 PM
and here

Adam
05-12-2002, 11:03 PM
here is the face density causing the pinch

Adam
05-12-2002, 11:17 PM
I know the Audi TT has been done to death but not being a very big car person it enables me to easily get tons of picture to look at while working. Plus, since this is my first car it is good for me to be able to compare it to other and see what is wrong with it. I don't own any car what so ever otherwise I would be modeling what I own proubably. I don't even have a license!!!

R32
05-13-2002, 12:45 AM
What kind of vertices are they? (corner, bezier corner) - because this can sometimes affect the surface.

Also it's best not to have splines welded at right angles. To fix this select the segments/splines you want to change to one spline, detach them to a seperate object, select all vertices and weld. This will make that selection one spline which you can then attach back to the original spline. - If this rambling doesn't make sense I'll post a piccy :).

Adam
05-13-2002, 01:04 AM
I'm sorry but I have no idea what you mean. Please post some picy. Thanks for you help anyway I'm using alot of brezier corners and just pulling the handles so they fit the contours of the car as perfect as I can

zkydz
05-13-2002, 01:47 AM
The mesh is loading consistent divisions between vertexes. for every quad, you get (x) divisions. to get a more consistent mesh in area you need to cut down on your topology and make even divisions on your splines.

zkydz

Adam
05-13-2002, 02:09 AM
I was kinda thinking this is what you guys would say. Well then I propose another question. When following the contours of a car blueprint, do you think it is smart to leave out the small close lines at first, Such as the lines that devide two panels of a car? Should I put two splines very close to eachother to get that defination of a hard crease as I begin to model the car or should I waIt to add such detail until after I have all of the rough shape done OR SHOULD i MODEL EACH PANEL OF THE CAR SEPERATELY AND THEN FIT IT ALL TOGETHER AT THE END? Do you think it is possible and a good Idea to model the car completely of splines or should small detail be poly modeled in?

Hope this isn't to many questions. I just want the opinion of some of the great artist at CG TALK before I start to put some time into this project. Thanks for all your help and I would love to hear what all of you think about my questions
:beer: :beer: :p :beer: :beer:

R32
05-13-2002, 06:37 AM
k - had a bit of a muck around and what i said before will do nothing to help the visible difference between the different patch density. :blush:

What u can try is either

a) - try to organise splines so you have a similar density over whole mesh.

b) Apply Edit Patch and try ticking relax at bottom and playing with the relax amount and iterations. (gives different results to the modifier). This should smooth out the differences in patch density nicely.

Marcel
05-13-2002, 08:17 AM
From what I can see, the spline connecting the two patches is not running correctly. The bezier handle of that vertice (of that spline) on the right is pointed a little bit downwards, while it should run horizontal (it should form a smooth line with the preceding spline.)

You cuold also try adding another spline running all the way from the back to the front, cutting the problem area in half and giving you more control.

Don't give up on this one, I know it's possible (I've done a lot of modelling with surface tools, and this is why it takes long, you have to tweak it a lot).

Marcel

Adam
05-13-2002, 02:39 PM
I guess I didn't realize how much surface bunches up or pulls out your mesh. That is kinda disapointing. It makes the mesh messy, which in turn brings a tear to my eye. Oh well. I guess I will just have to work through these tough times.
:shrug: :shrug: :cry: :sad: :cry: :shrug: :shrug:

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