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bartus000
13-12-06, 06:14 PM
im modeling my first car. i made body and wheels but i dont know how modeling light
plz help me

Levente
13-12-06, 07:52 PM
why dont you know, its very simple. make some cylinders and chamfer the edges use bevel extrude thats all.

dl.design
14-12-06, 09:41 AM
If you want to enderstand how are makes lights, go on this website :
http://www.al-lighting.de/index.php

brownU
18-01-07, 06:01 PM
why dont you know, its very simple. make some cylinders and chamfer the edges use bevel extrude thats all.


In light of that, how do you make the glass that covers the lights?

Dave_3d
18-01-07, 06:11 PM
Why not LOOK IN THE TUTORIAL SECTION !!!!!!!!!!!!!!!!!!

:search:

Come on ! At least do a search. What is so difficult about that ?

If you can't be arsed - look here :

http://cg-cars.com/forum/showthread.php?t=390&highlight=headlight

Dave

brownU
18-01-07, 06:25 PM
Thanks for that.

I've looked at that tutorial in the past and found it very helpful.
My question was on the external glass that covers the entire light bulbs.

I've been using 3d Max for a short time in the architectural field.:o I wanted to model something challenging, so I decided to model a car. I've started to model the mercedes mclaren. :D

I just can't figure out how to model the external glass and it's driving me :mad:

Dave_3d
18-01-07, 06:33 PM
I explain that too :

http://www.dmmultimedia.com/3dtips_04b.htm

Dave

brownU
18-01-07, 07:11 PM
I'm just having difficulties in getting this shape, which has to respect the edges around it.

I want to get these.... 13592, into here... 13593


Like I said, this is my first attempt, and I'm a bit slow!:banghead:

Thanx Dave

Snecx
18-01-07, 07:23 PM
Ain't it simpler if you posted those 2 pictures earlier? :)

What do you have so far? If you have not started, I can suggest few steps.

You can copy the respective edges around it then resize it a little smaller. This will work as the edge of the glass cover.

Then cap it to form get a single N-gon poly. From there, you gotta carefully cut this N-gon face and shape it to give it the convex shape. You also need to cut it so you get quads/tri's instead of N-gons.

EquiNOX
18-01-07, 09:19 PM
1. Those "glass covers" you re reffering to is called "lens" or "headlight lens"

2. Did you model this SLR???

2a. If so... this sure look clean, But I just couldn't comprehend why you would ask for help on headlight lens if the SLR model look so clean.

3. There isn't such precision tutorial on making headlights lens because car headlights has it variations. If you experienced architecture (Like you mentioned earlier).. did you find any tutorial that explain you how to model precise door you re looking for? if so, then lucky you, if not then it applies same way with car heardlights/headlight lens..

So... take a look at dave's tuts and figure out how to model one you re looking for.

brownU
19-01-07, 12:00 PM
Thanx for your advice and encouragement [Equinox and Snecx]:D

Snecx - I know I should have posted the images earlier, I don't know why I didn't :)
The edges method I've tried, but I didn't seem to get it right. I guess the same method goes for the windscreens also. The term 'N-gon poly' is new to me :confused: ,but I think I know what you mean! I'll let you know how I get on.

EquiNOX - Yes, I am modelling the SLR myself. Thanx for the encouragement. I've been watching the site for over 9 months and I've picked up a lot of modelling tips for car paints and body work, but I couldn't find anything on how to model headlight lens. For some reason I'm finding the 'lens' hard to model. I guess you're right with the comment about doors types in the construction industry. I just haven't got the principle right for modelling lens as quick as I got it for modelling the body.


"Practice makes you better"

leopadua3d
19-01-07, 12:17 PM
hi there, I've never done the SLR...so I cant say precisely how you can do this.

but as mentioned before, getting the outter edges to be your base is a possibility.

I would like to mention that you could also start as following:

go to the front view, put a plane on the place of your headlight, try to mimic the shape of the lens the best you can, with the minimum amount of polys.
when u think you nailed it, you move to sideview and with a 4x4x4 FFD you try to bend it so you match the profile of it.

there are 100s of ways to model a headlight lens, this one may help you.

all the best,
leoP.

demolisher
19-01-07, 03:07 PM
hey mate im assuming that you use 3dmax, heres a short and crap tut done by me that shows you how to start your headlights. Hope it helps :)

http://www.smcars.net/forums/tutorials/21249-how-start-modelling-car-headlights-3dmax.html

polynurb
19-01-07, 08:51 PM
I cannot speak for 3ds Max, but in Maya I use NURBS to produce a perfectly even surface for things like this. I simply snap the NURBS curves to the inner edges of the polygon shell area I want to fill and loft a surface between them. I can convert to polygon object afterwards once the shape is ideal. I do not know if 3ds uses NURBS or possibly splines. It's a thought. Try it out I suppose.

brownU
22-01-07, 02:55 PM
Thanx for all your advice and methods. I'm gonna try a few to see which one I prefer.

p.s. The tutorial was crap! Only kidding :) Very useful indeed

et_fone_home
26-01-07, 01:17 AM
I cannot speak for 3ds Max, but in Maya I use NURBS to produce a perfectly even surface for things like this. I simply snap the NURBS curves to the inner edges of the polygon shell area I want to fill and loft a surface between them. I can convert to polygon object afterwards once the shape is ideal. I do not know if 3ds uses NURBS or possibly splines. It's a thought. Try it out I suppose.

There is another way, Create a Polygon tool, no need to convert nurbs to polygon.