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  1. #1
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    wandrinsheep's Avatar
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    ferrari 599 gtb(nurbs maya)

    hello guys, im starting a new car, the ferrari 599 gtb, really cool car, but didnt like it at first lol anyways, ive been practicing nurbs a bit, still alot to learn, but ive always wanted to make a car completel in nurbs, and do it in maya, even though it might not be as powerful as others nurbs based programs, well here is my progress, and im having beig issues with any fillets i make whether freeform, circular blend anything >__< its irritating me now and i cant fix it, ive tried setting nurbs tesselation real high, adjusting curve precision

    some extra infor, both surfaces are trimmed, and a freeform fillet between them
    thnks in advance guyes
    Attached Images


  2. #2
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    ravenzep's Avatar
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    Bear in mind that maya nurbs are not REAL nurbs like you will find in alias, rhino, catia, etc. They dont behave the same way.
    Personally i find them a big mess. What they are good for, is for modelling in polies, using them as reference.


  3. #3
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    Haven't used nurbs in a long time, but kinda agree with ravenzap, You'll get better results with poly modelling specially on complex details. But see if you can get away with it and produce good results.
    Ferrari Concept FC120 mini F
    WIP Concept X
    DeLorean Concept
    Nissan 370Z
    BMW M6


    ------------------------
    http://edfeg71.deviantart.com/


  4. #4
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    wandrinsheep -- Looks good, keep on going.

    ravenzep - You re probably right, Maya has "not-real" NURB but they give out great result especially with car that have lot of concave shapes like ferraris.... Its a lot better than "hand modeling POLY" If you look at Exidge's F430 and Luis's GT40, I believe they uses Maya NURB
    Finished Work - Aston Martn DBS


  5. #5
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    I hardly model with polygons, but when i do so, i use maya, and model similarly to nurbs, with curves and patches, and output directly into polies, with the control over the tesselation that i want. The nurbs step, in my case is not even necessary. After i have the base polies done from the curves, then i can tweak manually to my needs, with normal polygon tools.
    Similar to MAX surface modifier..... Only a lot better with total control.
    By the way, new maya has now out of the box tools to project and trim curves, directly on polies.

    Have fun
    Last edited by ravenzep; 07-15-2011 at 04:05 PM.


  6. #6
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    wandrinsheep's Avatar
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    hey guys thanks for the comments @ravenzep thanks for enlighting me about the nurbs issue in maya, thing is, i very much want to kno almost everything i can about maya and find where its limit lies before moving on to any other software, u mentioned that the latest maya has the ability to project curves and trim surfaces with polies, is this the 2012 version? or can it be done in 2011.

    @beacon1 well truth is poly modeling is alot fast and easier for most people i kno and see work on this site lol, but not for me, im abit paranoid about tuggin at individual vertices all day, an still have bumps and dents, ive fallen in love with nurbs for hard surfaces ,but i do not plan to neglect polys, cuz after i finish this model ill convert it, and finalize any small tweaks in poly

    @Equinox thanks bro, ive seen Exidge's ferrari and the level of detail and accuracy is wat got me wanting to learn more indepth nurbs work, i tried makin my own f430 but it i didnt have enough skills for it.


  7. #7
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    new feature in 2012.
    There was some script, maybe u can find it in creative crash site, for previous versions.


  8. #8
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    so after many hours trying, ive taken the chicken route, of saying im not advanced enough in this to carry out this entire car in nurbs i shall convert wat i already have and continue from there


  9. #9
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    You can do the exterior shell with nurbs then work the details on poly's, i think. I've seen other's do it great outcome.
    Ferrari Concept FC120 mini F
    WIP Concept X
    DeLorean Concept
    Nissan 370Z
    BMW M6


    ------------------------
    http://edfeg71.deviantart.com/


  10. #10
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    lol like a palm tree that sways in the so too is my determination to complete this task, @ becon id love to do the shell like that, but im having a the a real problem with the front, and i cant get past it, its such an oddly shaped thing how would u suugest obtaining this surface ive tried everything i cud think of, an got most the details in, but wen i checked ive ive attached the image for u to more clearly see
    p.s. i also managed to close up the gaps in the hood
    Attached Images


  11. #11
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    Check this thread, its poly but check how he got the mesh clean with the details.

    http://cg-cars.com/showthread.ph...iorano-599-GTB
    Ferrari Concept FC120 mini F
    WIP Concept X
    DeLorean Concept
    Nissan 370Z
    BMW M6


    ------------------------
    http://edfeg71.deviantart.com/


  12. #12
    CG Cars Junior Member
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    @beacon1 uve been a major helpt o me my friend thanks for the many tips uve given


  13. #13
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    I believe using NURBS surfaces doesn't really makes sense when you are just creating nice imaging, but if they are helpful, just go ahead and use them, right? You can always convert them to poly's, as you mentioned earlier. NURBS curves can be very helpful!


  14. #14
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    ravenzep's Avatar
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    oh yes, it makes a lot of sense! Just not for you.


  15. #15
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    Quote Originally Posted by ravenzep View Post
    oh yes, it makes a lot of sense! Just not for you.
    Please enlighten me so I can learn something. I have basic NURBS experience, but working with Maya's NURBS is a little cumbersome in my opinion. I'm not really sure about the advantages of Maya's NURBS compared to polygonal modeling, at least not when you're modeling for still images or animations. But then again I might be totally wrong.


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