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Thread: Carrera GT

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  1. #16
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    dmarques1177's Avatar
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    Quote Originally Posted by P2sta View Post
    this looks a lot better then your previous try man

    just try to avoid triangles on a non-flat surfaces, as they will probably make troubles as bumps or bad reflections
    keep working!
    I agree the flow is so much nicer now...

    You're right, I got rid of that triangle, with a "4 sided triangle" turns out I could use more definition on that lip anyway -
    playblast 32.jpg

    Looks better when smoothed too





    Ok I am trying to get a good flow around these taillights now, should be simpler than the headlights, shooould be simpler

    playblast 33.jpgplayblast 35.jpgplayblast 34.jpg





    And just a quick clay render of the smoothed shell

    clay model.jpg
    Last edited by dmarques1177; 03-26-2011 at 06:47 PM.


  2. #17
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    I like how this is going ... slow and steady.

    here is the taillight puzzle

    playblast 36.jpg


  3. #18
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    your wire is a bit low, try to add more geo
    you already have a good starting point

    keep working


  4. #19
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    after a few exhausted tries this is the best I can come up with, I am 99.5 % satisfied with the taillight, there is just a little pinching going on.

    heres the wireframe

    playblast 38.jpgplayblast 37.jpgplayblast 39.jpg
    Last edited by dmarques1177; 03-27-2011 at 05:16 PM.


  5. #20
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    sorry man, but this is really not satisfied result, the mesh doesn't looks clean
    ~P2STA~
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  6. #21
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    Ok shogunato, I am working on adding edges where needed !!

    P2sta do you mean the taillight fillet or the surrounding edges? (bumper) ?

    I feel like this is the best solution for the taillight, but I don't like the lower left corner, where it meets the rear bumper... just trying to figure things out... heres a newer wire with cleaner surrounding

    playblast 40.jpg

    but it renders pretty

    playblast 41.jpg
    Last edited by dmarques1177; 03-27-2011 at 06:59 PM.


  7. #22
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    That is not rendering pretty dude.

    Trust me / everyone else!
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  8. #23
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    @dmarques1177 - Hmmm this is where I come unstuck too most of the times, BUT what I've learnt is that it helps to keep an uncut mesh (no tail light hole in this case) and just hide it. Then I cut into the cloned mesh until I am satisfied with the shape and add a row of edges around the cut- out. Then I un-hide the original mesh and adjust the new cut mesh to match up with the old un-cut mesh.

    Use alt+x to make your original mesh see-through and turn on 'see end result' in your new mesh as you move the vertices. Other than that, all I can think of collapsing your base mesh after smoothing x1 is applied and then doing the detail cuts.


  9. #24
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    as SvdM said, you should make the bumper looks smooth and then cut all of the stuff in it...now you have light hole, that's somehow working but in near future, you will need to separate the bumper from the fender and you will have troubles with it because you already have the taillight cut and extruded/chamfered
    ~P2STA~
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  10. #25
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    playblast 42.jpg

    OK I am deleting everything around the taillight, and will work on the mesh around the hole for now,

    For reference: Green lines are where the bumper separates from the fender. Blue lines are sharp curves.

    So in theory that is where I would need heavy loops.



    From what I am hearing here:

    @davecox - there are some troubled areas - will address them

    @SvdM - ok cool glad to know im not the only one ! Using a reference mesh - will keep that in mind (do you use maya? the hotkey didn't work but I know how to xray the mesh from the drop menu). As for collapsing the smoothed mesh I am not sure what that means. But either way I am reworking the flow around the taillight hole area.

    @P2sta - is it really working? That is what I did for the headlight area, but the taillight is a bit different. I'm not sure when to split these panels by the way, like I pointed out in my reference it seems the loops are going where I need them to go but definitely not looking pretty.

    Back to Maya now for the next hours - I simplified the mesh around the taillight, deleted the extrusions and am looking to just focus on the mesh flow now. I will post my progress today.


    thanks for the insight guys


  11. #26
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    playblast 43.jpg


    question is where to extend edges ?
    Last edited by dmarques1177; 03-29-2011 at 09:32 PM.


  12. #27
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    here is the reference I am using for this:

    http://supercarspecs.com/images/pors...e-1024x768.jpg




    here is the latest wire flow and some clays to spot mistakes

    bumper clay.jpgplayblast 44.jpgclay model 2.jpg


  13. #28
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    more work done for the taillight

    there is another edge loop for the transition of the curve under the spoiler (comes from the top of the taillight and curves down over the bumper)

    playblast 45.jpg




    Any more detail I add here will affect another area so I feel like its necessary to separate the panels.


    That way I could move on to modeling difficult corners like this taillight and the front fender area by the front scoop.
    Last edited by dmarques1177; 03-30-2011 at 04:24 AM.


  14. #29
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    as I said before man...I think you should make the panel without the hole, make it smooth and then cut it
    ~P2STA~
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  15. #30
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    Quote Originally Posted by P2sta View Post
    as I said before man...I think you should make the panel without the hole, make it smooth and then cut it
    OH

    I think I misunderstood you.... by smooth you mean applying "turbosmooth" ?

    So I should have separated the panels for that then?

    I guess it would be easier to cut with double the divisions



    Edit: The car when smoothed gets very dense and areas like the wheel wells are now extremelly sharp and not looking as good as before, I tried deleting a few loops before smoothing but now I have to fix a lot more vertices.
    Last edited by dmarques1177; 03-30-2011 at 04:14 PM.


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