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Subject: What else?


grafikdon ( ) posted Tue, 11 December 2001 at 12:33 AM · edited Fri, 08 November 2024 at 12:07 PM

Hey guys,thanks for your tips so far but this is some real problem. This is my first attempt at 3D and this happens to be my first model( Toyota RAV 4,I got a lot of reference) I started in the sline modeller and moved to vertex,now how do I create the spaces for the windows and headlamps? Do I use boolean or do I form the shape by adding and linking vertices and pulling and pushing? (tried that but it didn't work) Is it possible to model a RAV $ in carrara anyways? I need a little tip guys,may someone could you know,give me some tips or refer me to a cool tutorial. Besides,I tried to add some thickness to some other parts with the adding,joining and linking vertices but it didn't really work.


grafikdon ( ) posted Tue, 11 December 2001 at 12:54 AM

file_243305.jpg

Whew! I am having a heck of a problem loading the image.


AzChip ( ) posted Tue, 11 December 2001 at 10:46 AM

Hey, Grafikdon -- Still don't see the image. Make sure it's a JPEG or GIF -- other formats don't tend to show up. Would love to see the model! - Dex


litst ( ) posted Tue, 11 December 2001 at 11:55 AM

If you're using Photoshop, make sure there's no thumbnail too .


grafikdon ( ) posted Tue, 11 December 2001 at 2:07 PM

file_243306.jpg

here we go


grafikdon ( ) posted Tue, 11 December 2001 at 2:10 PM

I would like to get this over with tonight even if I will stay awake all day,I just need a little tip,you know,how to carve out the openings for the windows,windshields and head and tail lights.


nyar1ath0tep ( ) posted Tue, 11 December 2001 at 2:35 PM

Personally I would approach the modelling of this truck as if I were in a sheet-metal shop:

  1. Use various tools/operations to deform 2-d planes with high polygon counts
  2. Add thickness to the planes, then align and group them in the assembly room.
    Then the windows would be transparent planes with a little added thickness.

In your case you can try booleans if you dare, but they seem to go wrong alot, especially if your polygon count is low. Another possibility is to use a transparency map to simulate windows.

Alternatively, if you're still in the vertex modeller, you can start deleting the approximate shape of a window with the marquee tool, then zoom in and fine-tune it by deleting individual links and vertices.


litst ( ) posted Tue, 11 December 2001 at 3:41 PM

file_243307.jpg

I got an idea ... Clean the side of the truck body with the Delete tool (scissors) . Then, use the Polyline tool to draw your window directly on the body . The vertices you draw will "stick" to the polygon of the body, whatever its shape is . Then, select the two polygons (you should get something like on the image), empty them and loft them together . Then, you can fill the window and use the add thickness function or the extrude function on it . This technique can be used for the windshield and the headlamps aswell, i think . I hope it helps . litst


DotPainter123 ( ) posted Thu, 13 December 2001 at 3:31 PM

Hey, Grafik, I don't know how your efforts turned out but I did start something and got some useful results. It is in the form of a tutorial, however it isn't done yet. However, here is the gist of what I did: 1) Use the spline modeler to model the undercarriage with the wheel wells for the car. This is most important since it is the basis of all else that follows. 2) convert the spline model to a vertex model and begin to extrude the sides using extrude and sweep. Move and shape the vertexes to produce the outer shell of the car. This can be as all one piece or as pieces for the door, hood, trunk, etc. Form the piece(s) into the shape of the car. 3) Depending on how detailed you are in defining the body, you may or may not have to cut out the windows since they may already be accounted for. My tutorial is generic and only gives pointers for using the tools and not any details for specific cars. Hopefully, I will be able to get it online soon. .Painter


grafikdon ( ) posted Mon, 17 December 2001 at 12:24 PM

file_243308.jpg

Okay,this is the body of my RAV 4. I think I did it the unconventional way,started with the spline,converted to vertex,enptied every polygon,deleted one half and used the polyline toll to draw the shapes and add thickness.Whew!It obviously needs a lot of work but I don't know if it is right to do it my own way,speaking of which,is it not possible to model a car from scratch in the vertex modeler?Thanks for your useful suggestions guys,but ummmm... you know..ummm...may be I could do with a couple of tips on how to put my work in a better shape.


litst ( ) posted Mon, 17 December 2001 at 6:57 PM

Patrick Martin has made some incredible car models with the VM . A Benz and a Ferrari if i remember well . They're available for sale on DAZ for Poser, go throw an eye, you won't believe they were done in Carrara 8) ! He explained how he did them a while ago on Yahoo groups, it's basically based on lofting curves together . But he's just a crazy god, so don't expect to make such perfect models in Carrara without serious brain damage ;) ! Anyway, does anyone have his website's address ? He has posted some very helpful screen captures of his car models in the VM on it .


DotPainter123 ( ) posted Tue, 18 December 2001 at 12:27 PM

For a beginner, like me, I think you are off to a good start.I suggest the old addage: practice makes perfect. Try to model the car using many different techniques and keep track of what works and what doesn't. Revise and refine your techniques by experimenting. It may not be the quick and easy solution, but that is probably the best way to become good at it. In 6 months or so you may look at such a model as trivial.... :) I like you would like to become an expert modeller, but a little thing keeps holding me back.... time! :) Anyway, enjoy the experience, it is worth it.


willf2 ( ) posted Wed, 19 December 2001 at 12:39 AM

Here's Patricks' URL: http://www.life3d.co.nz/index.html He has some incredible stuff there & a good tut on a mag wheel done in the Mesh modeler.


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