Car Project

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Car Project // Work in Progress

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Post by RonHiler // Dec 24, 2008, 9:17am

RonHiler
Total Posts: 30
This is my attempt to relearn tS. I'm finally getting past the stage where I'm fighting the program and can actually do some work, heh. I managed to get some bad geometry into this and it took me a couple of hours to figure out why I couldn't add a new edge.


Having seen Phoenix's car, I see I have a long way to go in terms of ability :) This is the bottom half of my car, about half done. Looking at it from a distance, I can already see I need to do more work on the front wheel well.


I post this because if you guys see any bad habits I'm starting to pick up, let me know. I'm basically starting back at square one again, so any tips are welcome.

Post by tahnoak // Dec 24, 2008, 9:51am

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Total Posts: 487
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It looks good to me so far. The only suggestion I can make is to not give up. This is coming from someone (me) who has yet to successfully model anything with wheels on it. :) but I will keep trying.

Post by JimB // Dec 24, 2008, 1:05pm

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Total Posts: 341
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Hi Ron,

Are you modeling using background images?

Post by RonHiler // Dec 24, 2008, 3:06pm

RonHiler
Total Posts: 30
Yes, I have three reference images (front, back, and side). But I'm only loosely following them. For one thing, they are of three different cars (same make and model, but different years and different varaints), so some interpolation is required :)

Post by RichLevy // Dec 24, 2008, 4:30pm

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Total Posts: 1140
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It's looking good Ron, I would only make one suggestion, JimB has a couple of threads over the last few weeks where he has been uploading some starter vehicle projects (he provides a scene file with the textures/image planes and a base model to work from), you should grab one of those and play around with the starter mesh. He is starting with a cube that has a very rough block starting point but gives you the wheel wells and a decent topology for the block to start from.

I mention this because your mesh while having a very nice rough shape to it has some problems with some of the geometry from the front wheel well to the rear wheel well. Your edge rows are not parellel with the base. A minor point but it does take away from the overall look of the model.

Do a search on JimB
VWBeetle
Sportscar
Truck

I am going to recommend an aircraft in there at some point also :D but that might be a little bit down the road.

Nice car nontheless

Rich

Post by RonHiler // Dec 25, 2008, 4:05am

RonHiler
Total Posts: 30
Cool, thanks Rich. I'll work on the doors. Part of it may be my modelling, but part of it is that's just the way the car lines go, I swear :) See if it makes more sense to you in this shot, or if you think I still need to go back in and make adjustments.


Anyway, I'll check out JimB's starter projects. No doubt they would be quite beneficial to me for learning. But I want to mess around with this one for a while yet, even if it's not so great. I'm still learning quite a bit from it.


My latest. Finished the front end, added the hood, and did the detail work on the doors. I decided to model the door handle rather than rely on a texture for it. It adds a bit to my vertex count, but it would be nice if the character could actually grab them rather than fake grab them :)


Just have the back and passenger area left to do. And of course a lot of tweaking. Then comes UV mapping/texturing, yipes :)

Post by RichLevy // Dec 25, 2008, 6:31am

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Total Posts: 1140
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Ahhh... I see now, for some reason I had mistaken the front end as the rear end :) very dangerous mistake. Nice job so for ;)


Looking forward to your progress.


Rich

Post by RonHiler // Dec 26, 2008, 5:57pm

RonHiler
Total Posts: 30
Well, I feel like the geometry is done. How did I do? Be honest, and let me know if there is anything you think I could do better.


I'm toying with the idea of a spoiler, but I'm not sure if I want one on there or not.

Post by JimB // Dec 26, 2008, 8:55pm

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Total Posts: 341
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Hi Ron,

The car looks great but it does have some ngons,the only way I know of getting rid of them is to continue the edge loops/rings all the way around the car or terminating them as triangles (its best to try to keep to quads from the start).

Looking from the top view the front wings look irregular,looking from the rear view the car looks very angular and in need of more edges as do the rear wings.


Jim

Post by hultek43 // Dec 27, 2008, 2:55am

hultek43
Total Posts: 234
Looks like a Ford Mustang.

Post by RonHiler // Dec 27, 2008, 4:24am

RonHiler
Total Posts: 30
Hi Ron,

The car looks great but it does have some ngons,the only way I know of getting rid of them is to continue the edge loops/rings all the way around the car or terminating them as triangles (its best to try to keep to quads from the start).

Okay, I'll work on those. I can certainly get rid of a lot of them quite easily.


Question on that, though. I kept some polys as n-gons on purpose (like the side windows) as that is a prominent feature of the car (not to mention being a flat plane). Is that a bad idea? Should I quad those out as well?


Also, what about the detail work? For instance, the round emblem thing at the back (or the door handle depressions). That causes a lot of ngons in the surrounding faces, but trying to quad those out would need a lot of extra edges. Is it best to leave them like they are or put in the extra geometry?


Looking from the top view the front wings look irregular,

They sure do, thanks for pointing that out, I didn't see that, heh.


looking from the rear view the car looks very angular and in need of more edges as do the rear wings.

Okay, fair enough, I'll round out those a bit more. The car itself is pretty blocky in the back, but not as blocky as I made it, you are right.


Thanks for the input, more work to do :)


Looks like a Ford Mustang.


Good call, it's modelled after a Mustang.

Post by hultek43 // Dec 27, 2008, 5:43am

hultek43
Total Posts: 234
Shelby or Cobra ?, hmmm. Needs some SDS, multi-layer car paint and some decals ;). Good start.

Post by robert // Dec 27, 2008, 1:46pm

robert
Total Posts: 609
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Very nice, I modeled a mustang, 1967 Shelby GT500 to be exact, not too long ago. You can find the thread here if you're interested:
http://forums1.caligari.com/truespace/showthread.php?t=7271

Also, don't know if you were going for this, but it looks more like a toy to me than a life size car.

Post by Cammer // Dec 27, 2008, 4:42pm

Cammer
Total Posts: 14
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Hi Ron,

Looks like an 05 Mustang or newer to me.

I have an 07 Shelby GT in my garage if you want some

reference shots.


I will be interested in your progress, i been wanting to try

a Mustang also but dont have the skills or a lot of time to

develop them, so i will just follow along. Use lots of screen shots

too.


Nice start for relearning the program!!


Phil from Williamsport, Pa

Post by JimB // Dec 28, 2008, 8:29am

JimB
Total Posts: 341
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Hi Ron,

Sorry about not posting sooner Christmas kinda got in the way :)


Question on that, though. I kept some polys as n-gons on purpose (like the side windows) as that is a prominent feature of the car (not to mention being a flat plane). Is that a bad idea? Should I quad those out as well?


In an ideal world you would stick to quads throughout but if the model works for you and looks good in your engine as it is then I would say ok,it all comes down to what you want at the end of the day.


Also, what about the detail work? For instance, the round emblem thing at the back (or the door handle depressions). That causes a lot of ngons in the surrounding faces, but trying to quad those out would need a lot of extra edges. Is it best to leave them like they are or put in the extra geometry?


Once again what said above would also pretty much apply here too,but you could try making those parts as a seperate object and glue them to the car afterwards.

I think whats important here is that you/me and other interested people know the correct way to create the topology of an object, but use our own discretion when it comes to putting the object in to a 3d engine,a contradiction maybe but this world is far from ideal.


Jim

Post by JimB // Dec 28, 2008, 8:32am

JimB
Total Posts: 341
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Hi robert,


Very nice, I modeled a mustang, 1967 Shelby GT500 to be exact, not too long ago. You can find the thread here if you're interested:


Very nice model but it would be of greater help to others if you could show the work as wireframe shots.



Jim

Post by JimB // Dec 28, 2008, 9:01am

JimB
Total Posts: 341
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CGTalk is a good place to search for further info for example:-



http://forums.cgsociety.org/showthread.php?f=43&t=584974&highlight=car+topology





http://forums.cgsociety.org/showthread.php?f=43&t=608306&highlight=car+topology


This tutorial comes as a pdf

http://forums.cgsociety.org/showthread.php?f=43&t=156460&highlight=car+topology




Jim

Post by RonHiler // Dec 28, 2008, 10:29am

RonHiler
Total Posts: 30
Wow, nice Tutorials. I'm going to put mine away (for now) and do the PDF one for a while. I see it's written for 3DSMax, but I know the ins and outs of tS reasonably well enough to translate, I think.


Should be a great learning tool for me. Thanks for posting those links, Jim!

Post by robert // Dec 28, 2008, 2:56pm

robert
Total Posts: 609
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Hi robert,




Very nice model but it would be of greater help to others if you could show the work as wireframe shots.



Jim


Yeah I know, I'm actually planning on doing a video tutorial sometime in the near future. ;)

Post by Finis // Dec 28, 2008, 4:23pm

Finis
Total Posts: 386
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You can add lines for detail, making quads, and without going all the way around the model as shown in the illustration. The lower one shows that what appears to be a triangle is a quad.

I saw this on some forum where pros talked about character modeling. They liked this for eyebrows and wrinkles. That could work for fenders. They also used 5 quads that shared one vertex, like a star, to make loops for eyes and mouths without extra lines going around the model. That might be good for lights, hood, and doors.
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