First trueSpace Model

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

First trueSpace Model // Work in Progress

1  2  |  

Post by Shadow106 // Apr 8, 2009, 2:12pm

Shadow106
Total Posts: 49
Hi all,


I am pretty new around here and have only just started using trueSpace as my main 3D program. I have used others in the past but I wont go into detail about that now.


I am working on an Audi A5 and I haven't made much progress as of yet but I thought I would start a WIP thread anyway to get some good C&C on my work aswell as tips if you have any to give.

Post by Finis // Apr 8, 2009, 2:48pm

Finis
Total Posts: 386
pic
Welcome Shadow106.


Looks good so far. How about a wireframe?

Post by kena // Apr 8, 2009, 8:17pm

kena
Total Posts: 2321
pic
very good shape so far. looking forward to watching how you go about it. :D

Post by Shadow106 // Apr 8, 2009, 9:33pm

Shadow106
Total Posts: 49
Welcome Shadow106.


Looks good so far. How about a wireframe?


As requested here's the wires

Post by Jack Edwards // Apr 8, 2009, 9:56pm

Jack Edwards
Total Posts: 4062
pic
I think you're off to great start on this Shadow. Do you have blue prints and photo references to work off of or are you winging it?

Post by Shadow106 // Apr 8, 2009, 10:08pm

Shadow106
Total Posts: 49
I have blueprints setup and tons of reference images :) when I make my models I try to get them as accurate as possible so for me winging it isn't good enough lol.

Post by Shadow106 // Apr 8, 2009, 10:15pm

Shadow106
Total Posts: 49
Oh one thing I forgot to mention, I am actually blind, I am totally blind in my left eye and half blinded in my right. So if you spot a bad section on my model there's a good chance I didn't see it at all at the point of posting.

Post by Jack Edwards // Apr 8, 2009, 11:00pm

Jack Edwards
Total Posts: 4062
pic
Wow that's incredible that you are able to work like this vision impaired!

References are very important. It's hard to work without references. ;)

BTW, there's a 6 sided polygon at the rear tire well. If you run a loop from that vertex that only has two edges coming into it, around the top to the same vertex on the other side, you'll have all quads there. :)

Post by Shadow106 // Apr 8, 2009, 11:16pm

Shadow106
Total Posts: 49
BTW, there's a 6 sided polygon at the rear tire well. If you run a loop from that vertex that only has two edges coming into it, around the top to the same vertex on the other side, you'll have all quads there. :)


Yeah I know about that 6 sided poly I am having some poly flow issues at the rear of the mesh and trying to figure out a way to get all quads at the moment.

Post by Jack Edwards // Apr 9, 2009, 1:32am

Jack Edwards
Total Posts: 4062
pic
ooh ack, don't do it like that. :( 3-poles don't hold their line so that will SDS poorly. Give me a min to post a fix.

Post by Shadow106 // Apr 9, 2009, 1:41am

Shadow106
Total Posts: 49
Yeah I know that wont work well at all, learned that lesson the hard way in the past but I didn't realise I had done that until I finished working on the basic shell :(

Post by Jack Edwards // Apr 9, 2009, 1:46am

Jack Edwards
Total Posts: 4062
pic
This should be a much better edge flow:
19377
Blue = add
red = remove

Doh... lol. I left a tri at the bottom. Just take that last blue line to the bottom. ;) Arg... guess I'd better update it. haha

Post by Jack Edwards // Apr 9, 2009, 1:53am

Jack Edwards
Total Posts: 4062
pic
This one is better. ;)
19378

Hope that helps!

Post by Shadow106 // Apr 9, 2009, 2:00am

Shadow106
Total Posts: 49
Ok yeah that makes perfect sense now, I have made the alterations you suggested and the poly flow looks much cleaner thanks for the help Jack :)


Also tweaked the mesh on the front end to allow for more detail work.

Post by Shadow106 // Apr 9, 2009, 2:17am

Shadow106
Total Posts: 49
2 quick test renders to make sure the alterations look good with SubD :) thanks again for the help Jack the results look alot cleaner now I was stumped a bit with those 3 and 5 sided polys :(

Post by Jack Edwards // Apr 9, 2009, 2:49am

Jack Edwards
Total Posts: 4062
pic
Glad I could help! :)

BTW, it looks like you've got some hard edges in there. A couple of things to watch for, SDS can be applied locally to vertices or edges -- but don't do it! It'll make a head ache for you later on.

Same goes for the edge weighting. If you're going to do that, wait until the model geometry is basically completed. I recommend not using edge weighting at all. You'll get more reliable results by placing edges close together to create creases and corners than using weighting.

To fix edge weighting and other SDS problems, you can use the Reset SDS tool which is new to tS 7.6. If you right click on it, there are options for clearing SDS level, edge weights, and vertex weights seperately.

Post by Shadow106 // Apr 9, 2009, 2:55am

Shadow106
Total Posts: 49
Hmm I haven't used edge weights or vertex weights nor have I applied SDS locally anywhere on the mesh so I am not sure why those edges are so sharp.

Post by jamesmc // Apr 9, 2009, 3:18am

jamesmc
Total Posts: 2566
Welcome to trueSpace forums!

Looks great so far - you're in good hands with Jack Edwards helping you out. :)


I understand the visual thing. Every since my stroke, I have partial vision in my right eye (large blind spot) and the brain doesn't work like it used to.

But, we 'cyclop'd' individuals can model like the rest of those geeks eh? :D

Post by Shadow106 // Apr 9, 2009, 3:21am

Shadow106
Total Posts: 49
Welcome to trueSpace forums!

Looks great so far - you're in good hands with Jack Edwards helping you out. :)


I understand the visual thing. Every since my stroke, I have partial vision in my right eye (large blind spot) and the brain doesn't work like it used to.

But, we 'cyclop'd' individuals can model like the rest of those geeks eh? :D
Too right we can mate! The only thing that stops someone doing anything is self denial, if you know you can do it then prove it to yourself :) I have never let my vision hold me back from doing anything I wanted to do and I sure don't intend on starting now.

Post by Shadow106 // Apr 9, 2009, 5:27am

Shadow106
Total Posts: 49
Ok more progress but nothing much to really see as of yet, I have got the mesh refined as much as I can but I have also ran into a slight hiccup, I need to seporate all the pannels like the bonnet, front bumper ect but I can't seem to figure out a way to do it right can anyone point me in the right direction please?

Post by Jack Edwards // Apr 9, 2009, 6:42am

Jack Edwards
Total Posts: 4062
pic
The separate tool would be what you're looking for. Select the faces that you want to make into a separate mesh then click separate. :)

About the hard edges, if you're not using SDS, then it's just the auto-facet for the vertex normals causing the hard edges. No worries there. It can help to periodically click the facet normals tool while working, because the normals can get a bit out of wack when moving verts around. But for rendering and screen grabs since your car is smooth surfaced, you'll probably want to set the normals to "smooth" before taking a screen grab or rendering. ;)

Post by Shadow106 // Apr 16, 2009, 1:19am

Shadow106
Total Posts: 49
Got more work done on this project this morning, I am not as far along as I would like to be but given that there has been some major technical issues with TS I suppose it is to be expected. On the upside thanks to TomG Mr. 3D and Jack TS seems to be running stable now no crashes today so far.


Ok got detail work started on the front end and moving along at a steady pace right now :)

Post by Mr. 3d // Apr 16, 2009, 2:11am

Mr. 3d
Total Posts: 747
pic
That's GREAT to hear Shadow106. I'm not sure if I really gave you much help with your current situation, as I was only offering possible troubleshooting options for the future.;) I'm glad you're getting things sorted out, and I look forward to seeing much more !!!

Post by Shadow106 // Apr 16, 2009, 2:21am

Shadow106
Total Posts: 49
Small update, got the grill finished off, needs some slight tweaks and the Audi logo adding then I can move on to the rest of the bodywork.

Post by Breech Block // Apr 16, 2009, 2:52am

Breech Block
Total Posts: 844
pic
This is looking really good. Way better than my first model in tS.

Post by Shadow106 // Apr 16, 2009, 4:21am

Shadow106
Total Posts: 49
This is looking really good. Way better than my first model in tS.


Thanks mate :)


Grill and badge complete, only minor tweaks needed

Post by Jack Edwards // Apr 16, 2009, 5:17am

Jack Edwards
Total Posts: 4062
pic
Nice work on the grill! If you keep progressing like this, I'm sure it'll be a great addition to your portfolio. :D

Post by Shadow106 // Apr 16, 2009, 5:21am

Shadow106
Total Posts: 49
Thanks Jack :) oddly I am still not happy with the chrome border though lol. I think the top corners are too sharp I will have to have a look into it.

Post by Shadow106 // Apr 16, 2009, 6:24am

Shadow106
Total Posts: 49
Final update for today,


Made a start on the main bodywork.

Post by GetFamousDesigns // May 2, 2009, 2:07pm

GetFamousDesigns
Total Posts: 30
your first truespace model ??? Incredible nice :D :banana::banana:


Did u use a simple plane as start? and the subd it and move the faces???
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn