hey hey...Originally posted by mr pix.
hey, i am not a modeller, but ive seen a couple of tutorials for car modelling and use the same technique.
First you have to know what you're modelling (which you do) lol. 2n, you need reference images...plenty of reference images. 3rdly, you need blueprints of your car. A view from the front, the side, back, top and bottom. (These need to be the EXACT sizes and match up. You can scale and trim in photoshop)
Its not neccessary to have every view, just front, side and top but hey, the more the better.
Upload these on to image planes or planes in Maya and position these planes accordingly. Now you're ready to begin.
Like i said, this technique is based on what ive seen so it is time consuming but if you're a modeller im assuming you have patience.
1) Using your image planes form the outline of your car using nurbs curves.
2) Now Start with a car door or a good starting place of your choice. Create a small plane, (square shape) and extrude the edge. and again, and again and and model this way.
This is an extremely painstaking way of modelling but yuo can get some awesome result. Before attemtping, i'd invest in some vid tutorials (Digital Tutors have some amazing ones for cars)
good luck
aah like that.. ok..Originally posted by mr pix.
Your gonna need a few more tricks up your sleeve than just extruding for a project like this. Though extruding seems to be a modellers best friend at times!
If you cant find blueprints for a nascar online (do your reserch and im sure you will), you will need to draw or outline 4 images of your car either in photoshop or on paper, then scan them into your pc if you have one.
Then, providing they are exactly measure right like the example i should you. Set up planes and position them accordingly and texture them with your images in maya.
Then the actual modelling style is based on the modeller. The technique i showed you is obviously an example. You model however you feel comfortable with.
Refence applies to anything in animation, whether it be modelling, texuring, animating. You cannot have enough reference material.
check this out
https://www.digitaltutors.com/store/p...p?productid=56
aah oke.. so it doesnt sound that hard..Originally posted by mr pix.
setup 3 or 4 polygon or nurbs planes and position them like the image shown above.
Then texture them with each image. If you know how to texture skip this bit, if not read on.
1) Then right click on one, assign new material > lambert.
2) Go into your attribute editor (ctrl + a) go across to the right to the Lambert tab.
3) Go down to color click in the box on the right
4) where it say image name click on the right box again and locate your image for that particular plane.
IMPORTANT:Obviously nothing with match up, so heres the clever bit. In photoshop you need to measure how big the image is either in cm, mm or whatever. for example 450 mm x 300mm. This is important as you need to be precise in Maya or it will look out of proportion.
Now in Maya go to Window > settings/preferences > prefferences
scroll down to settings and change Linear to whatever you used in photoshop i.e cm or mm or foot etc.
Now you can shape your polygon planes to the exact size
sorry i shouldve said the 'important' bit at the beginning