Car modelling wip

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  06 June 2013
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.

http://www.youtube.com/watch?v=xhh_2HIBg9E
 
  06 June 2013
Too much polygons for nothing
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  06 June 2013
Thanks for the comment. Its subd but Raysupreme displays it this way. Hope they change it. Here's the polymesh





 
  06 June 2013
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).
 
  06 June 2013
Thanks for comment.
 
  06 June 2013
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
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  06 June 2013
What's the model of your car?
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  06 June 2013
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.
http://www.youtube.com/watch?v=q_J2A8GIWlw
http://www.youtube.com/watch?v=R8ZLPzvqfMU

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.

http://www.youtube.com/watch?v=ZVfrP1BcYS4
http://www.youtube.com/watch?v=H7XpMQ69Jhs
 
  06 June 2013
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.

http://www.youtube.com/watch?v=qQwtUaYOkPs

http://www.youtube.com/watch?v=3Me94kyKn8Q
 
  07 July 2013
Out of curosity... Why did you decide to use Ray Supreme, instead of other more recognized software?
 
  07 July 2013
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.


update
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.

http://www.youtube.com/watch?v=3nK9lgRcxK4

http://www.youtube.com/watch?v=WCiX5eVsur8

http://www.youtube.com/watch?v=V1bxu7C53tI




Doing the side door detail

http://www.youtube.com/watch?v=AXajj5TP9h8

http://www.youtube.com/watch?v=NTX18-_MY4c

http://www.youtube.com/watch?v=zCF5OvQir-Q#at=26a
 
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