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2011 BMW 3 Coupe
Hello Everyone!
Here my project. A 2011 Bmw 3 Coupe.
I would like to know how can I fix the mesh on the red circle...
Greets!!
Slyde
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Last edited by Slyde; 06-15-2011 at 10:00 AM .
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Not a bad start, however for this car and its many elements in the body, I think you need to create a higher density base mesh, there's a few good wips of BMW's on this forum, most bmw's share similar features, especially the grill and that side vent. On a side note, the part under the grill is bumpy
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The advanced section has a good host of BMW wip, with
good wireframe references
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Thankx for your replies!
But... what side vent?
This model don't have none... What I would like to know is how to make the bend with getting that bump...
http://www.netcarshow.com/bmw/2011-3...llpaper_08.htm
Last edited by Slyde; 06-16-2011 at 09:30 AM .
Brand new Slyde Designs!! Clicky -> Slyde Designs
"To the people I forgot, you weren't on my mind for some reason and you don't deserve any thanks anyway."
CPU Intel Core i7 Q720 @ 2.8 GHz
Memory 4 Mb
HDD 1 Tb LG_External HDD
Graphics Card ATI Radeon HD 5650 1Gb DDR3
Monitor Setup Samsung SyncMaster BX2250
OS Windows 7 64bits
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Gonna need more polys - jus saying.
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That is all I can see for now, good luck !
http://www.netcarshow.com/bmw/2011-3...llpaper_02.htm
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by side vent I mean where that m badge sits on the side,, on the fender, behind the front wheel arch.
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Oh! Ok
@KiRO
Thankx, going to fix that asap
Brand new Slyde Designs!! Clicky -> Slyde Designs
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Now that I'm on holidays, I can finally keep on my project.
Fixed some of that issues!
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Brand new Slyde Designs!! Clicky -> Slyde Designs
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CPU Intel Core i7 Q720 @ 2.8 GHz
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your hood needs more lines.
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Vertically? (Front to Rear?)
Brand new Slyde Designs!! Clicky -> Slyde Designs
"To the people I forgot, you weren't on my mind for some reason and you don't deserve any thanks anyway."
CPU Intel Core i7 Q720 @ 2.8 GHz
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this,
that will smooth out your bmw badge area
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Thats what I suggest, but w0rx bonnet works too, if not better For general modeling advice try to keep the polygons approximately the same size and as close to square as possible if you see that some loop of polygons is way bigger than a neighbour loop then make another section in the big ones, like w0rx showed
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>> kirographics <<
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exactly, point of modelling is do as parralell squars as possible, and as even as possible.
but the trick to modelling really well is parrallel to every side, and even.. not to far not to close all around.
leaving big gaps will result into bumps on more curvy surfaces.
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