View Full Version : newbee needs advice on modeling
MartinDesign 06-08-2010, 03:15 PM Hi all This is my first time trying to model a car in Maya. I would like to know on where to improve my model and a some good tips. I have model before using Cinema 4d, but not cars, I have done more text animation with C4d.
I am looking to get more into creating human characters and other things as well.
BTW - I'm trying to get it as close as possible to the GTR35, and then mod a few things on the car.
All input welcome
http://img716.imageshack.us/img716/2921/gtr35show1.jpg (http://img716.imageshack.us/i/gtr35show1.jpg/)
http://img710.imageshack.us/img710/1922/screenshot20100608at802.png (http://img710.imageshack.us/i/screenshot20100608at802.png/)
http://img229.imageshack.us/img229/1027/screenshot20100608at803.png (http://img229.imageshack.us/i/screenshot20100608at803.png/)
http://img138.imageshack.us/img138/6669/screenshot20100608at806.png (http://img138.imageshack.us/i/screenshot20100608at806.png/)
http://img594.imageshack.us/img594/6669/screenshot20100608at806.png (http://img594.imageshack.us/i/screenshot20100608at806.png/)
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animfreak
06-09-2010, 05:48 AM
first look seems gud...u made a good start..
get a basic shape first if the whole car....the start off the detailing slowly...
u will get nice results....
even if u dont get the result first time....u will definately get it after 3-4 attempts(3-4 cars)...
as it is u r first time modeling with maya...have a patience...fruit will come...
best of luck...
MartinDesign
06-09-2010, 05:46 PM
first look seems gud...u made a good start..
get a basic shape first if the whole car....the start off the detailing slowly...
u will get nice results....
even if u dont get the result first time....u will definately get it after 3-4 attempts(3-4 cars)...
as it is u r first time modeling with maya...have a patience...fruit will come...
best of luck...
Thanks do you know where to get good reference images for cars and females
quakerforhire
06-09-2010, 06:06 PM
Car modeling is ususually done with spline patch modeling or nurbs. C4D has an excelent set of spline tools. There is a book called "Cinema 4D 10 Workshop" that has a pretty decent section on modeling a car using splines
MartinDesign
06-09-2010, 06:07 PM
Car modeling is ususually done with spline patch modeling or nurbs. C4D has an excelent set of spline tools. There is a book called "Cinema 4D 10 Workshop" that has a pretty decent section on modeling a car using splines
I currently use C4d 11.5 I have been using there software on and off for about 6 years now. C4d has its strong points I have noticed how strong Maya is from modeling.
Autarkis
06-10-2010, 04:48 PM
It seems that you're getting bumps into your smoothed mesh. Work on the placements of those vertices to smooth out that surface. From the low poly view ( you should include views with wireframes on to see that topology better ) it also seem that the front of the car is not as curvy as it should be. Align them correctly with the car shape. Also looks like a few more loops would be good to have in there. There's a funky thing going on with that inner extrude (intrude? ;) ) in front of the driver's door. Can't see the topology you've got going on there, but that low poly screengrab bugs me.
Anyway, post wires, not render views and I can give you better feedback.
MartinDesign
06-10-2010, 09:11 PM
I will post wires later tonight thanks
MartinDesign
06-11-2010, 04:44 AM
It seems that you're getting bumps into your smoothed mesh. Work on the placements of those vertices to smooth out that surface. From the low poly view ( you should include views with wireframes on to see that topology better ) it also seem that the front of the car is not as curvy as it should be. Align them correctly with the car shape. Also looks like a few more loops would be good to have in there. There's a funky thing going on with that inner extrude (intrude? ;) ) in front of the driver's door. Can't see the topology you've got going on there, but that low poly screengrab bugs me.
Anyway, post wires, not render views and I can give you better feedback.
Here are the wires
http://img820.imageshack.us/img820/6082/screenshot20100610at933.png (http://img820.imageshack.us/i/screenshot20100610at933.png/)
http://img823.imageshack.us/img823/3368/screenshot20100610at938.jpg (http://img823.imageshack.us/i/screenshot20100610at938.jpg/)
http://img30.imageshack.us/img30/5208/screenshot20100610at937.jpg (http://img30.imageshack.us/i/screenshot20100610at937.jpg/)
http://img10.imageshack.us/img10/5208/screenshot20100610at937.jpg (http://img10.imageshack.us/i/screenshot20100610at937.jpg/)
http://img12.imageshack.us/img12/5208/screenshot20100610at937.jpg (http://img12.imageshack.us/i/screenshot20100610at937.jpg/)
http://img8.imageshack.us/img8/7269/screenshot20100610at934.jpg (http://img8.imageshack.us/i/screenshot20100610at934.jpg/)
http://img17.imageshack.us/img17/5454/screenshot20100610at954.jpg (http://img17.imageshack.us/i/screenshot20100610at954.jpg/)
http://img812.imageshack.us/img812/5454/screenshot20100610at954.jpg (http://img812.imageshack.us/i/screenshot20100610at954.jpg/)
http://img18.imageshack.us/img18/5454/screenshot20100610at954.jpg (http://img18.imageshack.us/i/screenshot20100610at954.jpg/)
GatorNic
06-11-2010, 06:17 AM
Well you are off to a good start. A car really consists of a bunch of panels. So I would consider starting to divide up your singular mesh into panels. It will give you a little bit more freedom to terminate edges where you like. Although keep in mind the areas with a lot of curvature you'll want to have the same amount of edges on adjacent panels or at least enough edges in both to maintain the curvature.
MartinDesign
06-11-2010, 03:01 PM
Well you are off to a good start. A car really consists of a bunch of panels. So I would consider starting to divide up your singular mesh into panels. It will give you a little bit more freedom to terminate edges where you like. Although keep in mind the areas with a lot of curvature you'll want to have the same amount of edges on adjacent panels or at least enough edges in both to maintain the curvature.
Thanks, what do you mean by dividing up the singular mesh into panels... How do you do that? So what you're saying is that if theres a lot of cures add more edges .. is this by creating loop cuts in the mesh?
GatorNic
06-11-2010, 08:02 PM
Thanks, what do you mean by dividing up the singular mesh into panels... How do you do that?
Well right now you have one mesh/object representing your car. So for example you might want to cut out the hood as a separate piece. So you could use the split polygon to draw an along the the hood that represents where an actual hood would open. Then you can select the face of the hood and do an Extract. This will make a second object. This could be beneficial for when you have to cut the vent into the hood, because you may have an extra edge or two that you can now just terminate at the edge of the hood instead of running it through the whole car. This process can be done all over the car. The door, the trunk, etc..
So what you're saying is that if theres a lot of cures add more edges .. is this by creating loop cuts in the mesh?
No I am not just saying add a bunch of edges if its has a lot of curvature. Especially if you are smoothing it anyway. This is a bit harder to explain and may sound slightly contradictory to what I said above. The part where you want to be careful with the above method is how many 'extra edges' you add compared to the adjacent pieces. Obviously you want the two pieces to line up, so if the two pieces are relatively flat you can probably get away with an extra edge or two on one to create a vent or some other detail without screwing up the continuity to the next piece. If there is a lot of curvature between two pieces/panels then at first you should try and keep the same amount of edges so they have continuity. At least until the point where you have enough edges holding curvature where an extra edge won't visually change the curvature.
Not sure if that makes sense, pictures would probably be better. No time for those right now though. So in short, can you do a whole car as one mesh? Ofcourse. Once you get to the point where your adding a lot of those extra details, I find that separate panels is more beneficial.
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