Joel
0
Zoohead has done a lot of helpful tutorials related to car modeling. I referred to them as I worked through the process. I’m not prepared to do a tutorial at this point, but I’ll mention a few ideas:
1) I prefer to box-model a car with subdivision to get smooth compound curves, plus bevels on edges, and sweeps with curved splines. I try to keep the mesh as simple as possible, with all quad polys or minimal triangles or “poles.” Booleans for tricky details. (I might use all triangles for something like a geodesic dome or a Voronois structure.)
2) The C3D measuring system units are non-specific, but the default cube is considered to be one meter on each edge in the context of the Dynamics, so that’s a reasonable rule of thumb. To box model a complex car with tiny details, start with a larger initial “box” because the Optimize tool can weld together close vertices that are meant to be separate and distinct.
3) Per Zoohead, I try to keep an object’s Subdivide Modifier or Symmetry Creator as long as possible to fine-tune it. Subdivision can be turned on and off to tweak it. Likewise, the half-model needs to be temporarily removed from the Symmetry Creator to work on the polygons. Sometimes I collapse the symmetry to work on a detail, then Area Select one half of the model, delete the othet half, and add a new Symmetry Creator.
4) Body gaps are technical. I like to radius the corners, indent the seam, and bevel the edges. For a good-enough concept version of a complex model it might not be worth the trouble.
5) Hiroto’s script, PolygonToSpline.js, is essential for deriving a spline from an object’s selected edges. The spline is used as the path for sweeps, like for molding around a window or chrome trim.
6) Every time I add a significant new part or detail, I save a new file, and keep them in a dedicated folder in chronological order. The file name describes what was changed. Sometimes I use Get Info to change the file’s icon. Also, I use the folder’s Show View Options to set Icon View for about 128 X 128. I make so many mistakes it’s important to be able to go back to a previous file to re-do something.
7) Over time I have assigned a keyboard shortcut to almost every key.
If you like these, some previous models:
Retro-Future Pod
1990s Concept Car
Parade Bicycle
1) I prefer to box-model a car with subdivision to get smooth compound curves, plus bevels on edges, and sweeps with curved splines. I try to keep the mesh as simple as possible, with all quad polys or minimal triangles or “poles.” Booleans for tricky details. (I might use all triangles for something like a geodesic dome or a Voronois structure.)
2) The C3D measuring system units are non-specific, but the default cube is considered to be one meter on each edge in the context of the Dynamics, so that’s a reasonable rule of thumb. To box model a complex car with tiny details, start with a larger initial “box” because the Optimize tool can weld together close vertices that are meant to be separate and distinct.
3) Per Zoohead, I try to keep an object’s Subdivide Modifier or Symmetry Creator as long as possible to fine-tune it. Subdivision can be turned on and off to tweak it. Likewise, the half-model needs to be temporarily removed from the Symmetry Creator to work on the polygons. Sometimes I collapse the symmetry to work on a detail, then Area Select one half of the model, delete the othet half, and add a new Symmetry Creator.
4) Body gaps are technical. I like to radius the corners, indent the seam, and bevel the edges. For a good-enough concept version of a complex model it might not be worth the trouble.
5) Hiroto’s script, PolygonToSpline.js, is essential for deriving a spline from an object’s selected edges. The spline is used as the path for sweeps, like for molding around a window or chrome trim.
PolygonToSpline.js dedicated thread
PolygonToSpline.js dedicated thread This is such a useful script it deserves its own tutorial thread. Hiroto originally posted the Polygon2Spline script, then replaced it with the current more powerful PolygonToSpline. Ideally, this thread will serve as a central archive of new posts and links...
www.cheetah3d.com
6) Every time I add a significant new part or detail, I save a new file, and keep them in a dedicated folder in chronological order. The file name describes what was changed. Sometimes I use Get Info to change the file’s icon. Also, I use the folder’s Show View Options to set Icon View for about 128 X 128. I make so many mistakes it’s important to be able to go back to a previous file to re-do something.
7) Over time I have assigned a keyboard shortcut to almost every key.
If you like these, some previous models:
Retro-Future Pod
Retro-Future
Retro-Future Old Town Pano + Flash Gordon Box modeling + Subdivision and Symmetry modifiers Hiroto's PolygonToSpline.js + Sweep creator Ambient Occlusion + HDR + Area light Camera + Pose tag + Orthographic Projection 4 X 5 Speed Graphic camera + Kodak Panatomic-X film -- ISO 32
www.cheetah3d.com
1990s Concept Car
1990s Concept Car
1990s Concept Car Mazda RX-7, Porsche 928, Corvette C5, Aston Martin DB9, Ferrari F355 Box modeling, Subdivision Modifier, Symmetry Modifier Radiosity, Skylight, HDRI Old Town Pano
www.cheetah3d.com
Parade Bicycle
Parade Bicycle
Parade Bicycle I wanted to practice using the modeling tools, and a bicycle has a variety of interesting shapes. The frame was the only really original design element. I have a couple of bikes that I used as references to keep everything in proportion, in the scale of one C3D unit equals 1...
www.cheetah3d.com