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?
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.
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.
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?
ya, i use the bevel tool to get that harder edge (crease) between the body panel and the fender
if you want, add me on msn or aim forum_snowboarder33@hotmail.com <--msn
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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.
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.
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