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Old 03-06-2013, 12:29 PM   #1
suilwhat
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Lorenzo Luis
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Question 3dsmax or Maya?

Hey guys, which is the best one when it comes to modeling cars?
3dsmax? or maya?
 
Old 03-06-2013, 12:44 PM   #2
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The one you are able to work with.

3ds Max - good poly modeling tools, sucky NURBS
Maya - ok poly modelling tool, usable NURBS
Rhino - bad poly modelling tools, great NURBS

If you deal with CAD data from manufacturers the I'd advise to use 3ds Max.
 
Old 03-06-2013, 01:40 PM   #3
suilwhat
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Quote:
Originally Posted by scrimski
The one you are able to work with.

3ds Max - good poly modeling tools, sucky NURBS
Maya - ok poly modelling tool, usable NURBS
Rhino - bad poly modelling tools, great NURBS

If you deal with CAD data from manufacturers the I'd advise to use 3ds Max.


I'll use 3ds max. Do you know any tutorials in modeling cars scrimski?
 
Old 03-06-2013, 01:56 PM   #4
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Tons of.

http://www.3dtotal.com/team/Tutoria...500/fiat500.asp
Bit outdated but the first car which happpened to look like a car an not like a blob on wheels.

And a brief explanation of how NURMS subdivision works
http://wide3d.no/tutorials/Car_nurms_01.htm

I spent a lot of time on these sites
http://danielbuck.net/old/index.php?page=tutorials
http://www.onnovanbraam.com/index.php?tutorials/

These links are sort of old I guess, they helped me like 10 years ago and while certain techniques and tools have changed, the principles behind are the same.

And a last one for general hard surface modeling
http://www.3dtotal.com/tutorial/3d_..._surface_01.php

There's plenty of other tutorial, just try google or youtube.
 
Old 03-06-2013, 02:33 PM   #5
suilwhat
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Thumbs up

Quote:
Originally Posted by scrimski
Tons of.

http://www.3dtotal.com/team/Tutoria...500/fiat500.asp
Bit outdated but the first car which happpened to look like a car an not like a blob on wheels.

And a brief explanation of how NURMS subdivision works
http://wide3d.no/tutorials/Car_nurms_01.htm

I spent a lot of time on these sites
http://danielbuck.net/old/index.php?page=tutorials
http://www.onnovanbraam.com/index.php?tutorials/

These links are sort of old I guess, they helped me like 10 years ago and while certain techniques and tools have changed, the principles behind are the same.

And a last one for general hard surface modeling
http://www.3dtotal.com/tutorial/3d_..._surface_01.php

There's plenty of other tutorial, just try google or youtube.


Thanks scrimski, I'm sure these will help me a lot.
By the way, how long will it take to model a single car?And what part of the car is a good spot to start your model?
 
Old 03-08-2013, 12:16 AM   #6
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Quote:
Originally Posted by suilwhat
Thanks scrimski, I'm sure these will help me a lot.
By the way, how long will it take to model a single car?And what part of the car is a good spot to start your model?


How long depends on your own ability really. Also on how real you want the car to look. Is it for a game you are making the car, or something photoreal?

As for where to start, it can be anywhere along one side (you can mirror one side across to the other. A popular place (for handiness later) is the front wheel arch and wing, moving back along the side and then building across to the mid point.
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Old 03-08-2013, 03:12 AM   #7
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Personally, i work with both of them, i know them both and i will always prefer Maya. But it is because is the one i started with. To be honest, i think that there is way more developed scrits/plugins/phytons and those kinds of things for Max... but you can always use them both, depending on what you want to get to
 
Old 03-08-2013, 08:54 AM   #8
suilwhat
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Quote:
Originally Posted by Dillster
How long depends on your own ability really. Also on how real you want the car to look. Is it for a game you are making the car, or something photoreal?

As for where to start, it can be anywhere along one side (you can mirror one side across to the other. A popular place (for handiness later) is the front wheel arch and wing, moving back along the side and then building across to the mid point.


Well I wanted to make a car for movies, just to add it for my portfolio. Thanks for the tip though
Oh, and one question, some start to model cars using EV curve tool and then they'll start the polygon modeling, Is that really necessary? Doesn't that cause much time?
 
Old 03-23-2013, 11:25 PM   #9
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The Spline/Ep-Curves/CV-curves etc can be used to create surfaces. Indeed, professional car designers use nothing but nurbs in programs such as "Alias automotive" and "Rhino". However, in media-applications, such as Maya and 3ds max, such accuracy isn't required and the shapes are often just used merely as guides. Guides for what? guides for curvature! If you model the car properly, and there are few that do, you will notice that it is made from lots of separate panels. Getting those panels to line up ie be of the same curvature/ continuity, or at the very least, tangency, can be tricky and often splines/nurbs curves are used as references.

When modelling with polygons, you should use as few as possible. Each poly should actually be a quadrangle (square/parallelogram/rectangle) with a few exceptions. Model the overall shape first! when you have almost finished the car, then start adding extra polys for the door-handles, fuel-cap etc. If you have too many polys at the start, it can be very difficult and time-consuming to get the curvature correct. Most beginner car-models look like they have been melted or in a collision because they have put in too many polys for the small details that should be left until the very end.
 
Old 03-24-2013, 11:44 PM   #10
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Quote:
Originally Posted by suilwhat
.....Oh, and one question, some start to model cars using EV curve tool and then they'll start the polygon modeling, Is that really necessary? Doesn't that cause much time?


Curves are great and also fast for certain parts of the cra, lie say the edges of the roof. You can run a curve and build on it faster than trying to add polys. Sidow's post is a good one and sums it up very well.
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Old 03-25-2013, 01:26 PM   #11
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I have a, kind of hard question to answer right of the bat.. but, Ill shoot for it!

I have been considering moving over to Blender(From Maya Student), mostly because it is free and it seems to be able to do pretty much everything every other software can, but also the fact that it seems more versatile with sculpting tools and such! And not to mention the amazing customization possibilities!

So, my main question is, Blender, is it getting bigger and wider used in the industry or has the industrial growth for Blender been stagnant?

Also, moving from Maya to Blender seems extremely easy considering you have a lot of presets to make it feel more like Maya(Even tho that feels a little bit like cheating atm :rolleyes, BUT, how different from Max is Blender? The fact that I didn't see any presets for it makes me think that the default Blender is pretty much, Max-like?(When it comes to hotkeys and general feel with the camera/mouse)

Thanks!

Best regards

//Morgan

P.S: Sorry for stealing the thread a little!

Last edited by Morganrone93 : 03-25-2013 at 02:31 PM.
 
Old 03-25-2013, 01:26 PM   #12
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