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Old 03-24-2013, 12:22 PM   #1
mike1990
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Problem with reference images not lining up

Hello,

I'm new here i have a problem with reference images not lining up to the geometry.

This picture the front(top right) viewport is lining up perfectly, but the left(bottom left) isn't lining up correctly
http://i670.photobucket.com/albums/...zpsbd03894c.jpg

On this picture, the left viewport is lining up correctly, but the front(top right) viewport is not lining up.
http://i670.photobucket.com/albums/...zpsfa4db3a5.jpg

Anyone know what could be wrong?

Thank you
 
Old 03-26-2013, 11:13 PM   #2
olivierth
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Olivier Thériault
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Hi mike1990,

When using reference images, it's VERY important to take them from as far as possible so you can use them in an orthographique view (front, side, top, etc.) never from a perspective viewport. Personally I never use photos as a reference since you always end up with perspective distortion in the photo (the front of the car looks way bigger than the back).

The best way to model a car is to find the blueprints of it. Blueprints are made to be used in orthographique views.

http://www.the-blueprints.com/

Also, keep the polycount lower. At this rate, you're gonna have so much polys to tweek, you might throw up. ...ok maybe not.

Good luck!
 
Old 03-28-2013, 07:48 PM   #3
mike1990
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Quote:
Originally Posted by olivierth
Hi mike1990,

When using reference images, it's VERY important to take them from as far as possible so you can use them in an orthographique view (front, side, top, etc.) never from a perspective viewport. Personally I never use photos as a reference since you always end up with perspective distortion in the photo (the front of the car looks way bigger than the back).

The best way to model a car is to find the blueprints of it. Blueprints are made to be used in orthographique views.

http://www.the-blueprints.com/

Also, keep the polycount lower. At this rate, you're gonna have so much polys to tweek, you might throw up. ...ok maybe not.

Good luck!
Thank you for the information, i took in what you said and got some blueprints

I cut them up in photoshop then imported them into 3ds max

However, i still think there may be a problem as the front doesn't line up but the rest do and if i change the front it messes up the other viewports

http://i670.photobucket.com/albums/...zps42f98bc1.jpg
 
Old 03-28-2013, 09:56 PM   #4
mike1990
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Two more screen shots

http://i670.photobucket.com/albums/...zps5fe4f751.jpg

http://i670.photobucket.com/albums/...zps68334841.jpg

Things just aren't lining up, i'm kind of impressed with it so far.. just it's not lining up and that's confusing me

Thank you
 
Old 03-28-2013, 11:33 PM   #5
rox44
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It looks like things are lining up pretty good to me in your top, front and right views. These are orthographic views, or views without perspective distortion that Olivier was referring to. As soon as you view your model with perspective, you're simultaneously looking at different faces of your vehicle, like the fender (left), hood (top), and headlights (front), which will never line up with a blueprint that is a flat, scale-able, 2D projection of only the side, or the top, or the front. Make sense?

Continue working in the top, left, right, front, back views. To check your progress in a perspective view, hide your blueprint if it's confusing you, and judge for yourself how your model is shaping up.
 
Old 03-29-2013, 12:35 AM   #6
mike1990
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Quote:
Originally Posted by rox44
It looks like things are lining up pretty good to me in your top, front and right views. These are orthographic views, or views without perspective distortion that Olivier was referring to. As soon as you view your model with perspective, you're simultaneously looking at different faces of your vehicle, like the fender (left), hood (top), and headlights (front), which will never line up with a blueprint that is a flat, scale-able, 2D projection of only the side, or the top, or the front. Make sense?

Continue working in the top, left, right, front, back views. To check your progress in a perspective view, hide your blueprint if it's confusing you, and judge for yourself how your model is shaping up.
Thank you for that, i thought i didn't line the blueprints up.

Here's my model as it is now

http://i670.photobucket.com/albums/...zpsf4a23806.jpg

This is my first time modelling a car by the way, so i'm abit confused what is right and wrong
 
Old 03-29-2013, 01:38 AM   #7
olivierth
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Hi mike1990,

Here's a tutorial on how to properly set up blueprints. Yours look fine but it would be good for you to read it: http://www.onnovanbraam.com/index.p...lueprint_setup/

You can also find other tutorials about car modeling on his site http://www.onnovanbraam.com/index.php?tutorials/

I don't know why I didn't give you those link earlier...

Good luck!
 
Old 03-29-2013, 01:51 PM   #8
mike1990
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Quote:
Originally Posted by olivierth
Hi mike1990,

Here's a tutorial on how to properly set up blueprints. Yours look fine but it would be good for you to read it: http://www.onnovanbraam.com/index.p...lueprint_setup/

You can also find other tutorials about car modeling on his site http://www.onnovanbraam.com/index.php?tutorials/

I don't know why I didn't give you those link earlier...

Good luck!
I've now read the tutorials thank you

I have a problem now though, the line in the front viewport needs moving down to make the detail on the bonnet. However, when i chamfer this line(to make an extra line to move down) the vertex with a number of edges coming from it makes the geomatry strange when used with turbosmooth.. but i'm not sure if this is correct or not.

http://i670.photobucket.com/albums/...zps143713a5.jpg

http://i670.photobucket.com/albums/...zpscae0ddac.jpg

Last edited by mike1990 : 03-29-2013 at 01:56 PM. Reason: changed picture url
 
Old 03-29-2013, 02:26 PM   #9
olivierth
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That's why topology is VERY important when creating hard surface objects like a car. You should never have any vertex with more than 5 edges coming out of them. Also, I can see you have some 5 sided polygons.

You should really check some tutorials first.
 
Old 03-30-2013, 10:28 PM   #10
mike1990
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Quote:
Originally Posted by olivierth
That's why topology is VERY important when creating hard surface objects like a car. You should never have any vertex with more than 5 edges coming out of them. Also, I can see you have some 5 sided polygons.

You should really check some tutorials first.
I've been reading tutorials and watching tutorials for a while now, just thought i'd give it ago myself. I've learned a lot whilst modelling this car, how to solve problems.

I'm not expecting this model to be perfect, as this is the first time modelling a car

http://i670.photobucket.com/albums/...zps325673ec.jpg
 
Old 03-30-2013, 10:28 PM   #11
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