pauljs75 opened this issue on Jan 28, 2003 ยท 12 posts
pauljs75 posted Tue, 28 January 2003 at 6:30 PM
Well, I know I'm not too keen on the excessive tri's in my first posting. But thats what happens when you fill in a spline in Anim8or. It makes lotsa tris. I suppose the trick is reducing the polys to a point where the wheel wells are still rounded. Personally I'd like to try to convert it to mostly quads (trying to avoid n-gons for sake of rendering.) Dunno why, but seems like it would make a "cleaner" model. Not only that, but I need to change the mesh for better geometry. In the real car, the doors are curved slightly as opposed to being flat and the wheel wells flare out a little bit. If anyone has a surefire method to clean up excessive tri's while avoiding n-gons and still maintaining curved geometry - please clue me in. The bottom pic has a nicer (cleaner) mesh than the model in the top. Perhaps I should screen capture the wire mesh view so I can show it. Just to see if it makes more sense than the top one. Obviously it's lower poly, as the wheel wells aren't quite nicely rounded. I guess I started doing this so I can have some models of the cars that I'm likely to see in the neighborhood rather than some exotic. I'm funny that way, while everyone else is modeling some pricey thing I'm trying to make the ol' beater down at the end of the street. :) P.S. The spoked wheel in my bottom series of pictures was made in Bryce. It's very simple to do in Bryce using multi-replicate. Just divide the number of spokes by 360 for the rotation angle and set the number of times to number of spokes minus one. Positioning them is just a matter of tweaking them all at once in object space mode. If you look close enough, you can see that I even managed to get a 4-cross pattern. Yeah I know not everyone uses Bryce, but when it's advantageous I usually end up hybridizing my mesh creations with Bryce primitives.
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