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-   -   Supra ,WIP (https://simplymaya.com/forum/showthread.php?t=30991)

Sicky 23-09-2008 03:56 PM

Mustang v6 2k5 < supra,WIP
 
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sup peeps i been uber inactive for agggggessssss
got a bit of free time atm so i started me nissan went boooom due to the old BSOD oh thank you nortans for that :bow:
anyways any crits welcome :))

Chirone 23-09-2008 06:11 PM

i was going to say "whats tha't big ugly line??" but then i realised it's the grid....

:alien:

Sicky 23-09-2008 06:37 PM

lol yea

zico_samagoria 26-09-2008 02:51 PM

i need to see the topology :)

26-09-2008 07:57 PM

not too bad so far, where the hell did you find good supra prints though? ive been lookin for ages

Sicky 30-09-2008 05:41 PM

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http://www.the-blueprints.com/ is were i go some need a bit of tweeking some are out a bit so but genraly pretty good site

AikoWorld 01-10-2008 12:36 AM

nice start so far :)

01-10-2008 02:20 AM

really? you got those off the-blueprints? all the supra prints i've seen there are waaaaaay too small :(

Sicky 01-10-2008 06:35 AM

thanks akio :)
yeah dude they are a bit small i wanted to try a renault clio o3 plate but didnt want to do a v6 or rally which i didnt want them blueprints are super small this supra one isnt that bad still loose quality tho on some parts im trying to get some webspace up and runnin atm so i can just paste in screenys kinda sucks doin one per post-

cause ive like done this by my self normaly i follow like some sort of tutorial i kinda wanted to go at this alone but im quite pleased with it :)

Sicky 01-10-2008 03:23 PM

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well i been playing around i started this as just like a trial if u will obviously its not great but as its my first kinda uncompleted model that ive done with no tut help so its kinda guess work, user that reply and that give tips aswell on aspects are much appretiated but that said im quite pleasedwith the model so far any tips people can give me , especialy with the windscreen n windows would be a massive help hopefully ill be ablke to do a model in more detail :))

Sicky 02-10-2008 05:01 AM

Mustang
 
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well i decided to start a new car. i decided on a mustang v6 2005 , i just think it looks nice nice lines , started with the hood of course so straight away ive run into smoothing problems lol lips n corners lifting anyone got any tips in reducing these sort of hicups?.

Chirone 02-10-2008 05:47 AM

you're meant to say 'nice curves, i need to model them with a hands on approach' :p

Sicky 02-10-2008 11:53 AM

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well another update im not going to post smoothed and polyd version as my webspace isnt active yet n being able to upload only 1 image per post i dont realy want to keep spammin crap just to post a diffrent image , so her we go im realy tryin to keep this as clean as i possibly can , im doin the front bumper at the mo its rather tricky to follow the lines and the wierd angles the stang has but ill try my best.
C+c very muc welcome or any tips how to handle the front bumper on this one

Sicky 04-10-2008 01:35 AM

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another update im having so much trouble with this bumper the angles on it seem ultimately harsh any points on this bumper wouldnt go a miss lol

younglion 04-10-2008 10:31 AM

one suggestion is that take your time with your car...once youve blocked out the hood its time to isolate and and concentrate on modeling it accurately first off gather a lot of references of the car you are modeling so you have something to compare your 3d model to when modeling. Secondly keep your mesh all quads if possible and evenly spaced out. I also attached an image below
http://i38.photobucket.com/albums/e1...correction.jpg

Sicky 06-10-2008 11:11 AM

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another update , quite pleased with its progress so far just need to do mesh n stuff and moving on to the door :)) any ideas how to do grills/meshing would be great ty

Sicky 07-10-2008 07:02 AM

ok so update so far finaly got a bit of webspace so heres what ive got so far not amazing but im realy pleased with it
any c+c is more than welcome as always even had a go at doing door handle i think its pretty good for my first ever try lol i know the images seem a bit crushed but i dont know how to render with wireframes on :/

wire frame norm
http://sickypa.is-the-boss.com/ss/1.jpg

wire frame smoothed
http://sickypa.is-the-boss.com/ss/1a.jpg

unwired norm
http://sickypa.is-the-boss.com/ss/2.jpg

unwired smoothed
http://sickypa.is-the-boss.com/ss/2a.jpg

door handle
http://sickypa.is-the-boss.com/ss/3.jpg

Sicky 07-10-2008 11:43 PM

little update going to start workin on the mirror now
http://sickypa.is-the-boss.com/ss/4.jpg

Chirone 08-10-2008 04:46 PM

i think softening the edges woulc be better than smoothing... your poly count wont dramatically boost that way

Sicky 08-10-2008 08:14 PM

how does one go about that then lol im still not knowledgeable with the tools of maya

Chirone 08-10-2008 09:39 PM

first, you can see if an edge is hard or not if you go
Display > Polygons > Soft/Hard Edges
depending on whether or not Display > Polygons > Limit to Selected is toggled on or off will affect if you see this for all polygons or not

hard edges are solid edges, soft edges are dotted lines

to soften or harden an edge, select the edge and if you've still got the default marking menus then hold shift, hold right click, and go Soften/Harden Edge and select something from there

i think it's important that you know what you just did so i'm gonna try explain without getting too technical...

each face has a normal. that normal points in one direction and is perpendicular to the face (it points at right angles). the way the normal faces determines the way the light bounces off it, and thus how you see it when it's rendered

by softening the edge (aka softening the normals) you change the way the normal is facing as you get closer to the edge so it matches the same way the normal of the adjacent face is pointing.

Sicky 08-10-2008 09:47 PM

right so like horizontal edges should be soft ? rtaher than veticals to simulate light bounce? that right where about in nz r u from btw

gster123 08-10-2008 10:00 PM

Quote:

Originally posted by Chirone
i think softening the edges woulc be better than smoothing... your poly count wont dramatically boost that way
Unless your on a poly budget I wouldent bother.

Smoothing a mesh does what it says as well as subdividing the surface.

Just smooth up one level, it looks like you've smoothed twice and hence the dense mesh, if it dosent look right with one smooth go back to the low poly mesh and give that a tweek. Doing one smooth level lets you see what problems you may have with the underlying mesh, you can always undo it tweek and then reapply (or use the smooth mesh preview)

Modeling edges in to be smooth/hard will give a better representation of the surface when rendering.

Sicky 08-10-2008 10:14 PM

tryed with just 1 division on the poly smooth its picked up a few bits but xactly the same now

Chirone 08-10-2008 10:46 PM

Quote:

Originally posted by Sicky
right so like horizontal edges should be soft ? rtaher than veticals to simulate light bounce? that right where about in nz r u from btw
whereever you see two faces that look distinct from each other from a render and dont want it to be distinct and sharp looking you would soften the edge

I'm from South Auckland

Sicky 08-10-2008 10:47 PM

ahhh right would this also alter relfections etc?

i used to live in auckland howick i used to live few years ago now

Chirone 09-10-2008 12:31 AM

hmm...
i've never actually compared

you can pioneer that for me :)

why'd you move from howick?

Sicky 09-10-2008 12:32 AM

will do / came back to uk family missing family etc etc

Sicky 09-10-2008 02:00 AM

another update so far coming along nicely not sure about the rear arch tho looks far to fat and not define enough for my liking *edit might actualy redo it the lines are a bit messy anyway
http://sickypa.is-the-boss.com/ss/5.jpg

Sicky 10-10-2008 12:18 PM

k bit of a update i totaly redid the rear fender i just didnt liek the arch so i redid the full panel as i thought it would be easyier i also gave the roof a bash not to bad (i think any ideas on how to do it better is much oblidged ) anyways im realy pleased with this i have a sense of achement i know its not perfect but i think it looks good lol

persp
http://sickypa.is-the-boss.com/ss/6.jpg

side
http://sickypa.is-the-boss.com/ss/7.jpg

and finaly rear i know theres a few points that are out im just rtyin to find out how i can rework it lol
http://sickypa.is-the-boss.com/ss/8.jpg

twisteddragon33 11-10-2008 09:35 AM

Can we see a wire of the front bumper again. Some of the edges look awkward. Might need to tweak the topo a little bit. Can be tricky on cars with suck hard edges in one direction but an overall smooth curve.

and the Door seem does not extend through the side skirt. you can see it well in the side view of the car.

Sicky 12-10-2008 03:43 PM

i shall post but ive saved it with smooth on n i dont know how to take it off lol

Chirone 12-10-2008 03:47 PM

it's probably in the history of the object you smoothed, just delete the node and it should retrun to normal

Sicky 12-10-2008 04:00 PM

right heres the shots i see what u mean about the door the split runs across the bottom of the car instead of each point on the skirt how does one go about that then lol
http://sickypa.is-the-boss.com/ss/9.jpg
http://sickypa.is-the-boss.com/ss/10.jpg
http://sickypa.is-the-boss.com/ss/11.jpg

gster123 12-10-2008 04:48 PM

Quote:

Originally posted by Sicky
i shall post but ive saved it with smooth on n i dont know how to take it off lol
If you've not deleted the histroy then open up the attribute editor, find the smooth node, then change the divisions to 0 that should un smooth it.

I wouldnt just delete the node as it might mess up the rest of the nodes down stream from the smooth if you made and changes after applying the smooth.

Sicky 13-10-2008 12:35 AM

this model is turnin into a complete nightmare lol
the renders look kak theres seem problems when mirroring geomarty i just want to put it aside and start something else lol

Chirone 13-10-2008 04:09 AM

mirror geometry is a broken function that seems to only work on simple meshes.

you should make sure the verts on the border edges are aligned the way you want them to be then move the pivot poin and snap that to one of the verts (push the insert key and hold down x to snap to grid or v to verts)

then find duplicate special (i think its in edit) and go to the option box. reset the controls and set the x axis (or whatever axis you're mirroring on) to -1

hit duplicate and then merge the two meshes

then select the border edges (can do this by right clicking while holding down shift or doing it from the menus select > border edge) and get all the border edges you want to merge

then hold down ctrl and right click to bring up the markingi menu. go to To verticies > contained vertices (or which ever option gives you all the verts on the border edges and then merge the verticies (make sure your merge thrteasehold is low or they will all merge to one point)



in short all you do is duplicate the geometry and merge the vertices :)

gster123 13-10-2008 04:15 AM

You dont need duplicate special, just select it CTRL + D set x (or whatever axis) to -1 then mesh combine then merge verts (which I would drag to select and use the merge vert function, depending on the merge tollerance it should do all of em in 1

Sicky 13-10-2008 06:24 AM

it doesnt work with me lol i think i may be doin it wrong it just copys the image

Chirone 13-10-2008 06:59 AM

duplicate mesh
mirror mesh
combine meshes
merge verticies


you can just hit ctrl+d to duplicate and then type -1 in the scale each time you want to duplicate things
but if you've got a lot to mirror on the same axis (but not all at once) you just use duplicate special once and after that hit Ctrl+shift+d

setting up duplicate special takes as much time as doing it manually step by step but you get your rewards after the second time of duplicating another mesh the same way


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