View Full Version : Porsche Boxster very early.
Sp_nce
13-01-08, 02:58 PM
Heya, been working on this for a week or so in my free-time as a first car.
http://www.b3ta.cr3ation.co.uk/data/jpg/screenshot331.jpg
The wheels are just there for placement but I need a tutorial about how to make them in polygons, if you'd be so kind to link to one.
http://www.b3ta.cr3ation.co.uk/data/jpg/2218.car.jpg
With it all mirrored and some tweaking around the lights, something I also need some tips on working on.
I'll fix the flow of the mesh and up the poly count on the front bumper by adding some vertical slices. The main things I'm curious about in addition to those above are how to combine all these body parts to create a clean mesh that feels like a solid piece of hardware, but still constructed- this is why I decided to make panels as they are construsted instead of one huge mesh.
Thanks for your critique. Really enjoyed this- will happily put in the effort to see it finished and I might do some more cars if I can speed up the process on the second and third.
Sp_nce
17-01-08, 01:24 PM
So should I just give up? Been a few days with no reply.
I looked at the Mazda thread and that was all done as one block. I don't know how I can attach these body panels.
e. Done a few more panels today and starting the interior of the body, chairs, dash.
Found this poly wheel or tyre tutorial for Maya: http://sio.midco.net/mmonhoia/tutorials/wheel/setup.html Very good.
Also done the rim around the front windscreen.
rodderworld
17-01-08, 04:30 PM
you shouldn't give up. the fact that there haven't been any replies doesn't mean anything. (and it has now been recitified since i'm writing). i don't know much about lowpoly but i think the wire still needs some work. keep it up.
regards,
rodder
Herminator
17-01-08, 07:56 PM
I must of missed this the first time round...
Anyway, it's not bad for a first try but there's still a long way to go. Good car modelling is not a quick process.
You have the overall proportions right thanks to your blueprints but you need to work on the smoothness. You have a big bump behind the headlights, and most of your body panels are a bit lumpy. You also have a flared wheel arch at the rear when the real thing doesn't.
To make sure the body panels flow into each other, I would build the whole body as one object, whilst leaving polys in the right places for shut lines, so that the doors/bonnet,etc. can be detached later. Usualy creating a thickness to the seems just before detaching panels, by extruding the relevent edges.
younglion
17-01-08, 11:44 PM
heres a tut Dias of cgsociety did on car modeling in maya http://forums.cgsociety.org/showthread.php?f=7&t=145979&highlight=nissan+350z
Sp_nce
18-01-08, 09:34 PM
Thanks younglion, I look forward to reading it this weekend.
I did this wheel today, quite happy with it.
http://www.b3ta.cr3ation.co.uk/data/jpg/wheeldone.jpg
Based on an OZ wheel, meant to have 5 bolts but I couldn't get it to work.
I'll fix the flare at the back and smooth out the headlights part, I'm finding that really difficult because the reference pics leave a lot to guess work and there's just so many verts that switching back and forth from real photographs is inefficient.
I think if you want to make only five bolts, check some tutorial, how to make rims, you must divide cylinder to ten parts, then you will use symmetry several times adn you will have nice rims with five holes ;)
UnsteadyTeddy
21-01-08, 02:03 PM
meant to have 5 bolts but I couldn't get it to work.
Simple.
( Assuming your using Max ) Model 1 bolt, then place it so its intersecting the rim mesh. Select the rotate tool. Press A ( can't remember the name of the tool ) and insert 72. This will restrict the rotation to 72 degrees. Shift rotate and you got yourself 5 bolts.
Edit: Just seen your using Maya, but there must be a similar tool / setting for this. I'll get the names of the tool when I get home.
rodderworld
21-01-08, 03:04 PM
i think it's called duplicate but i could be wrong.
regards,
rodder
I think it is array in max so maya can have something with a bit different name, but I can mean different tool
slice56
21-01-08, 05:48 PM
Yes, you can use Duplicate, just go into it's options and change copies from 1 to however many you need to duplicate. If you have the latest Maya, you don't have to change your original Duplicate options. Instead, just use the "Duplicate Special" and set its options up for your duplicate array. Then you can use your old "Duplicate" command for its original use...
younglion
21-01-08, 11:35 PM
Yes, you can use Duplicate, just go into it's options and change copies from 1 to however many you need to duplicate. If you have the latest Maya, you don't have to change your original Duplicate options. Instead, just use the "Duplicate Special" and set its options up for your duplicate array. Then you can use your old "Duplicate" command for its original use...
yea you can do that, but they way i do it is by duplicating the first object then rotate either 60 or 72 degrees then i hit shift+d maya will automatically rotate the next duplicated object by the same interval
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.