Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 31 14-07-2004 , 11:29 AM
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the ass user added image

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# 32 14-07-2004 , 01:04 PM
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Hey,

How do you keep the polys so smooth across the surface, keeping the long graceful curves? Could you post a little about the technique you use? Maybe a couple of CU wireframes?

sj

# 33 14-07-2004 , 01:40 PM
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i just reformatted my computer - so ill reinstall maya and get some wireframes up
btw - i built it in polys and converted over to Sub-d.
ill explain the way i did it after i get everything set up again.


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# 34 14-07-2004 , 04:39 PM
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basicly - i have finally learned how sub-d's work now when converting. Its kinda hard to see on the wireframe, since i dropped the res down from 1600x1200 to 640x480 - but i use the bevel edge polytool a lot. That is how i get my sharper edges with the sub-d's.

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# 35 14-07-2004 , 04:41 PM
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the back end

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# 36 14-07-2004 , 05:40 PM
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Hey,

Like you get a really nice curve for the rear wheel bulge, and I have a hard time doing that. Is the bevel tool used to keep that hard edge between the bulge and the panel?

You really have a minimum of polys in there. Do you just subd (or smooth) for looks, or do you tweak in there?

Can you do another wire with no transparency?

sj

# 37 14-07-2004 , 05:55 PM
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ya, i use the bevel tool to get that harder edge (crease) between the body panel and the fender
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what do you want a wire of? front, rear, side?

oh, and i convert back and forth between that low poly and sub-d. I do modifications in both views.


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# 38 14-07-2004 , 06:08 PM
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Hey,

The two views you had are fine. In my few attempts to do car type things, I just end up adding too many polys to define things like the corner of a panel, like the Audi TT, above the front wheel.

Then it gets hard to keep them smooth, or 5 corner them somewhere you won't notice the change.

sj

# 39 14-07-2004 , 06:14 PM
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nice 33! nice lines! keep it up!


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# 40 14-07-2004 , 09:49 PM
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Whoa! Great job!


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