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Car door panel
show user profile  antoin_currie
Need some advice from you guys.
I'm modelling this car - a ferrari FF.
I normally have issues with cars that have lots of little contours along the panels and those which contours that run into other panels. All new cars seem to have this now.
Anyway, here is my mesh turbosmoothed x2:-
And here it is unselected, you can see that when the shadows fall on it at most angles there are lots of bumps and it just looks untidy:-
Here is the panel unsmoothed so you can see the poly flow:-

I hate the fact that I have to use tris, but I can't see a way in which I can't use those.

Here is the panel in real life:-

Any idea what I can do differently to make it look tidier?

read 552 times
1/28/2015 12:12:55 AM (last edit: 1/28/2015 12:12:55 AM)
show user profile  herfst1
Well, you can grab turbosmooth, slap it twice and tell it to fuck off (I've stopped using it entirely).

But if you don't want to do that I understand.

The thing you should concentrate on first is the overall shape (minus door cuts and insets), in particular make sure the shoulder is perfect. Once that's all sorted start cutting in to the mesh and making the finer details.

Once you've got all your cuts done you'll need support edges on either side of every cut.

read 529 times
1/28/2015 6:39:00 AM (last edit: 1/28/2015 6:39:00 AM)
show user profile  Sangre
The mesh topology has to be a lot more dens, you can't make a complex shape like that with only a handful of edges. Get rid of the triangles and pentagons first, then add support edges to show the lines.
Also this:

read 524 times
1/28/2015 8:07:05 AM (last edit: 1/28/2015 8:07:05 AM)
show user profile  antoin_currie
thanks for the input!
Herfst, what do you use instead of turbowank then?

read 511 times
1/28/2015 12:28:37 PM (last edit: 1/28/2015 12:28:37 PM)
show user profile  herfst1
It's not turbowank. In fact it's very useful, but it does cause a lot of issues if you're dealing with difficult topology. Sangre uses it and he gets awesome results.

I make every poly. Sounds harder / more work than it is. Just go low poly and when it's all done divide (or flow connect or whatever) any curve as many times as it takes till it's smooth. Bonus: don't have to stress about triangles.

[edit] here's a pic. I actually didn't make this from low to high (as show), but when I made the high poly version I was thinking about the low poly version, so I could re-verse engineer it easier for the LOD's. But still, it's proof that this workflow can be done.

read 489 times
1/28/2015 3:57:46 PM (last edit: 1/28/2015 4:24:19 PM)
show user profile  Nik Clark
>>I make every poly. Sounds harder.

Still cheating and taking the easy route. Digital Freebaser used to place individual verts then connect them to build his meshes. He's at ILM now, if I remember correctly.

read 485 times
1/28/2015 4:03:46 PM (last edit: 1/28/2015 4:03:46 PM)
show user profile  herfst1
WTF!!! do you have a thread where he explains this? Sounds pretty interesting.
read 483 times
1/28/2015 4:05:21 PM (last edit: 1/28/2015 4:05:21 PM)
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