Ferrari 250 GT0 (1963)

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Old 09 September 2013   #16
Looks perfectly flat and clean. Could you please post some screen-grabs with wires?
Old 09 September 2013   #17
@ Tushkan
Thank u.
Here's the wires. Not so interesting thou being the car NURBS modeled.
The most of the cuts u see there couldn't be, but i have been to lazy for copying the surfaces, do the cuts for th blends and then overwrite the cut surfaces with the old single span ones...hehe

Last edited by Kangaltwo : 09 September 2013 at 12:23 PM.
Old 09 September 2013   #18
Oh, unfortunately I'm not into NURBS modelling at all so all those workflow details are mystery to me. But I'd like to handle it like you do. =)

Buona fortuna con il projetto. =)
Old 09 September 2013   #19
@ Tuskhan
Grazie amico

I'm starting with details, from now a pretty long serie of posts where i'll show every details will start.
This is what i achieved so far, not so much at the moment.

Old 09 September 2013   #20
Ahhh NURBS... no pinching to deal with
Looks great so far, I love this clean shaped look of industrial NURBS models.
Going to look forward to the KeyShot renders!

Old 09 September 2013   #21
@ Andre Cantarel
Thank u very much These words from u makes me happy considering what u're able to do with your stunning helicopter.
About NURBS, people generally think it, but it's quite untrue. It's pretty easy to get pinches and bumps, when the surfaces meet also u could easily get visible seams or bad reflections because of the surface discontinuity. It needs lot of time to understand how it works . Closed surfaces need to have the same U or V (it depends by the orientation of the tangency) to get perfect matches and believe me it's not easy if u have to deal with such curvy shapes. But, once u handle it perfectly, i think NURBS modeling has an unmatched quality compared to polygonal technique in the industrial design field. Just my 2 cents thou, my personal opinion. Each technique offers advantages and disadvantages.It's up to u to minimize disadvantages and emphatize the advantages .

Here's other details, step by step i'll do everything. Please note how the 60's Ferrari horse is different compared to the current one.
To be precise in the standard GTO the grille doesn't exist, sometimes some customers put it aftermarket (For example i saw it here in Italy at Villa D'Este Councours of Elegance) to preserve the radiator. I modeled it for aesthetic purposes instead.

Last edited by Kangaltwo : 09 September 2013 at 05:56 AM.
Old 09 September 2013   #22
Here's another detail, one of the 2 little grills at the top corners of the hood, with the transperent cover.
P.S the big front grille posted before this needs still gaps and fillets where the horizontal and vertical columns meet the metal sheet, i'll do these and other refinements once all the geometry will be finished.

Old 09 September 2013   #23
I've decided to do it immediatly, so, here's the finished grille with filletted holes and gaps on the metal sheet.

Old 09 September 2013   #24
Hello Kangaltwo,

Your work is great, what program are you using to model?
Looks like the picture you showed the wires (with blue background), the mesh looks pretty clean, I would not be missing a few lines? or not needed?
Old 09 September 2013   #25
@ Tolansky

Hi. I use Rhinoceros 5, so it's a NURBS software, not polygonal as Max or Maya i.e.
Old 09 September 2013   #26
nice and clean shapes, great.
Old 09 September 2013   #27
@ Kzin
Thank u so much.
There's lot of work to do still, many details to add, then there's the interior, the 3d environment, renderings...i just hope to hold a good quality .
Old 09 September 2013   #28
Other details added. Uhmm...maybe i should start to do some renders of this, since the presentation has been very poor so far. Just like this, where the white details look like they're floating in the air although they've been projected directly on the surfaces. At the moment, please, take it just as pure geometry.

Old 09 September 2013   #29
A quick render of the previous post's details.

Old 09 September 2013   #30
Another little detail, the fuel cap, just a viewport shot.

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