Car modelling wip

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Search this Thread Display Modes
Old 06 June 2013   #1
Car modelling wip

I've been using Raysupreme to model cars.

Here's a video I created to show how to setup reference images. If you get "blueprints" that are not equal size or don't line up properly, a box could be useful for aligning and sizing the side, front, top images. Once you get the wheelbase dimensions, size up the side view to match it using a simple box. Then use the box as a "measuring tool" to approximate the side and top , front view. Scale the image for the top and front view to match the box which is based on the side view image dimensions. They should line up better afterwards.
Old 06 June 2013   #2
Too much polygons for nothing
Casting Refs: - CG Movies list:
Old 06 June 2013   #3
Thanks for the comment. Its subd but Raysupreme displays it this way. Hope they change it. Here's the polymesh

Old 06 June 2013   #4
I think what he means is that because of the way you've constructed this model (seems to be one mesh that you've then cut into pieces and then refined the pieces) you have a lot of superfluous polygons that aren't required and add nothing to the model by being there. For example, your windows are mostly flat, yet they have far more polygons than needed - not every component and part should be created as a sub-D mesh. In the case of the windows all you really need is a flattened box with a bevelled edge.

In addition, your topology is untidy and will result in unwanted artefacts when rendering even if they aren't always easy to see. For example, ideally you would have only quads in a mesh to be sub-divided and while this isn't a hard rule like some think it is, if you can't help having triangles in there it would be a good idea to hide them away somewhere that won't be seen if you can't figure out a way to eliminate them. The final point i'd like to make is that sub-D models tend to look best when loops are evenly spaced in places that allow it. If edges are bunched up in places, again you may find artefacts showing up that you don't like especially on very shiny objects (G.I/clay renderings tend to hide these flaws which can be misleading).
Old 06 June 2013   #5
Thanks for comment.
Old 06 June 2013   #8
Your technique is too slow.

Example: Vid 5: you ended the rear view by starting to do the headlight corner and individually create your edge. You would extruded your edges to the middle at first then split the big polygons and refine the curve.

Much better and quicker and cleaner way to work.

Was your car model so I can point out What I mean in visual form
Casting Refs: - CG Movies list:
Old 06 June 2013   #9
Thanks for the feedback. Much appreciated.

Video 6 and 7
Old 06 June 2013   #10
What's the model of your car?
Casting Refs: - CG Movies list:
Old 06 June 2013   #11
This time its a pajero.

I begin to split the parts so we can have the car body lines similar to real life. Selecting and detaching from the main body mesh.

Trying to follow as much of the body lines and then cutting those parts or separating them. The blueprints are not perfect and will not align perfect so we just try our best to match it and look at reference materials.
Old 06 June 2013   #12
On the latter part of the videos I am adding “thickness” to the car. Just extending the edges to have thickness without having to use the shell tool which could add extra polys that won’t be seen anyway.
Old 07 July 2013   #14
Out of curosity... Why did you decide to use Ray Supreme, instead of other more recognized software?
Old 07 July 2013   #15
Originally Posted by rZukoff: Out of curosity... Why did you decide to use Ray Supreme, instead of other more recognized software?

Price ,which is really low for a 3d app and capability to create complex models and design viz at a very very early stage in development. Easy to use which is just personal taste.

Creating the doors and windows. Using shell tool to create real thickness(incase doors open) but adding only a small value in shell tool then moving it manually. Currently shell tool is always using normals so the shape changes a lot with high value. So just use small value in shell tool.

Doing the side door detail
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 08:31 PM.

Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.