pauljs75 opened this issue on Jul 11, 2003 ยท 10 posts
pauljs75 posted Sun, 13 July 2003 at 4:09 AM
Thanks all. I'm glad you're enjoying this. I'm kinda having a bit of fun with it as well. I'm actually do shape it as I go along. Resemblence to an actual model is merely coincidental, but it's hard for it not to look like something if you follow the general rules of design architecture that defines a vehicle as an SUV (how's that for mumbo-jumbo? lol) Is it difficult getting all the panels to fit accurately when modelling them seperately? If you keep the mesh dense at the edges does that stop them shrinking too much when you smooth, or do you have to keep it fairly dense all over? - Baz At first it kinda was tricky. Then I thought it out in some interesting ways. I started with the side view. Making as a block to define the profile (with edge loops used to define outlines of the doors, etc.) The block was built from bridged cylinders (for the wheel arches), and then some (mostly extrusions and edge ring connecting.) From there, surfaces were extracted such that they defined the shapes of the SUV side and doors. There was also dissolving of edges and bridging for windows and things like that. The bounding box and flatten-to commands were used for positioning of parts (as well as occasional temporary geometry used with the bounding box.) Top and bottom parts were built more or less from extractions taken from the side panels. To maintain the tight edges, edge rings were connected to form loops nearest to the defined edge (sometimes repeated subsequently to get the edge closer without causing deformation - in that case some extra loops were dissoved and cleanup used.) There's probably more geometry in some places than others, and perhaps more than necessary - but I suppose that's from adjusting things as I go along.
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