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  1. #1
    CG Cars Junior Member
    Sol1dSnake's Avatar
    Status : Offline
    Join Date: Sep 2011
    Posts: 3

    Modelling GTR R35 Help

    Hi guys, Ive managed to model Gtr R35 body shape, but when it comes to adding small details in the body I find it too difficult to model such small details accurately. At the moment my main problem is modelling the car's back lights when turbosmooth is enabled, but because it dosen't come out as rounder enough as in the real photo of the car and the depth (inside of the lights) has to be correct.

    TurboSmooth




    Without Turbosmooth




    Backlight



    Real Photo of GTR



    Do you guys have any advises you could share with me when modelling this car?

    Thanks for reading this
    Last edited by Sol1dSnake; 09-12-2011 at 11:32 AM.


  2. #2
    CG Cars Junior Member
    Briex's Avatar
    Autodesk Maya Autodesk Studio Mental Ray
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    Join Date: Jul 2011
    Location: Italy
    Posts: 178
    Looking to ur not smoothed wire, it seems u got some bumps on the side of the car, near the front fender. I cannot help u getting the right curvature,because i think u should only move ur edges/vertices to get it right. Just one last thing, I think that the tail light shape is a bit off, not a circle: I'll delete some edges to get it overall more low poly, so u should be able to handle it more easily. Just my way of working, maybe someone else can help u better!


  3. #3
    CG Cars Junior Member
    PBenjamim's Avatar
    Autodesk 3D Studio Max Chaosgroup V-Ray
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    Join Date: Oct 2010
    Location: Lisbon, Portugal
    Posts: 142
    I'm actually modeling the back of this car, but the 2012 version (which is the same). For a more accurate model and the easiest way i've found so far, is to start really low poly back detached from the main body. draw a circle spline, reduce it to an octagon (hexagon doesn't really work with me), align it, and stretch it down vertically just a small bit (like in the real car, it's not 100% perfect circle) then use the shapemerge compound » cookie cutter » instance shape on the low poly back. You should have a really good start by now. Add more edgeloops where you need while maintaining the overall shape of the circle and the side shape and curvature/smoothness of the back. Also you can do it by adding a TS of 1 after modeling the low poly, stack it, and work on higher res. You'll get smoother results but it's harder to correct stuff if you need to. GL


  4. #4
    CG Cars Junior Member
    Sol1dSnake's Avatar
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    Join Date: Sep 2011
    Posts: 3
    thanks for your advise guys


  5. #5
    CG Cars Junior Member
    Briex's Avatar
    Autodesk Maya Autodesk Studio Mental Ray
    Status : Offline
    Join Date: Jul 2011
    Location: Italy
    Posts: 178
    Wow Pbenjamin =) u had been able to tell him just what i wanted to XD =)

    Keep on workin man! cos that is the second of my favourites cars =) the best is GTR34 hehe =)


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