Car modelling wip

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Old 07 July 2013   #16
Hi
About the shell tool: Couldn't u simply copy the door moving then it inward to create the tickness...?
 
Old 07 July 2013   #17
Originally Posted by Kangal: Hi
About the shell tool: Couldn't u simply copy the door moving then it inward to create the tickness...?


No I think shell tool is the same as 3dmax which created thickness for one sided mesh.
 
Old 08 August 2013   #21
People don't have the time to watch ~40 minutes of videos in each update. You might get more replies if you post a couple of screen grabs every now and then. Assuming you want some feedback, this is not the right approach.
 
Old 08 August 2013   #22
Thanks for the feedback. Will post screengrabs next time.
 
Old 08 August 2013   #23
Detailing the rear bumper area

http://www.youtube.com/watch?v=T-IMm4eOP78

http://www.youtube.com/watch?v=7cCNdA3UwRU







Creating the wheels and tire - this method I did RS didn't have an array tool yet but yesterday I got build with array tool. These guys work fast to develop RS.

http://www.youtube.com/watch?v=OjqMcMDCw6w
http://www.youtube.com/watch?v=Myt8Yz7atLI
http://www.youtube.com/watch?v=xrpg0iDVr2k
 
Old 08 August 2013   #24
Here's a renders from RS.



There's a promo going on, too, for RS.
https://deals.macupdate.com/deal/14696/raysupreme
 
Old 08 August 2013   #25
I see you have put a lot of effort into this model but had you considered modelling in separate parts (doors, boot, bonnet etc.) then attaching them as this would help with topology issues (slightly out of place polygons that causes bumping in areas). Just a thought.

PS: the car shader looks very 'cartoony' at the moment, the think the yellow on the other vechicle looked much better.
 
Old 08 August 2013   #26
Thanks for the feedback Artdigital. The parts were modelled separate but I kept in mind the flow of polys so that they meet at end points and still have equal number of rows next to each other.
The look I'm going for is similar to this. High contrast bold white and black.
 
Old 09 September 2013   #27
They added a new feature in rs which is pretty cool! We can integrate 3d models in photos and plates for compositing. So for testing I created a 3d text, added a bg image, added a simple poly to be the shadow catcher. Since rs is nodal based architecture we can plug a noise texture into the bump channel of the material node to get the bumpy shore effect. Reflection is also supported by the shadow catcher. Really cool!


I will try to render the pajero with hdr and bg image.
 
Old 09 September 2013   #28
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