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car interier and exterior.
show user profile  badboydeebs
a few questions about modeling a car for very high details.

1. whats the depth when modeling the doors and front bonet. what i mean is where the car doors exist there is a gap, some people just cut it out and leave it but obviously it wont look realistic and in real pics there is a bit of depth to it.

2. what should or should'nt i do when making the interior aswell. what i mean is if i model the car without the interior could i add it later on or will i have to model a certain way to fit the interior such as dashboard and inner door leather ect.

sorry if i didnt make any sence
read 868 times
2/6/2011 11:58:58 PM (last edit: 2/6/2011 11:58:58 PM)
show user profile  Mr_Stabby
when modeling things that arent completely inseparable (like most living things) you should always take advantage of building multiple specific objects rather then one unified one. this way you can get rid of a lot of edge loops that are needed in one place but pointless in another, this also makes general management over what you are building easier and speeds up work flow. So as for the doors/bonet you can go ahead and model out the entire thing (as a seperate object ofc), same for the interior, different parts of the interior and so on. When moving from one detail to another, if the transition isnt minimal i just leave it there and create a new mesh, i usually group meshes with the same material into one object tho(unless some bits of it need to be animated)

read 851 times
2/7/2011 7:05:46 AM (last edit: 2/7/2011 7:05:46 AM)
show user profile  RedStar
When I model my cars for clients I do everything separately. First I make a nice looking exterior. Then I continue with interior. All you need to do is make sure your seams from doors and side skirts don't go in unrealistically, after that its easy peazy, just start with the top of the door, and everything should fall into place. I use to never model interiors, but after a few client demands, I do them like its nothing.
read 846 times
2/7/2011 7:08:27 AM (last edit: 2/7/2011 7:08:27 AM)
show user profile  badboydeebs
ok thanks alot guys
read 831 times
2/7/2011 11:34:12 AM (last edit: 2/7/2011 11:34:12 AM)
show user profile  badboydeebs
1 more question lads, does a pro use mesh smooth or turbosmooth when doing cars or can it be done without.

cheers again
read 821 times
2/7/2011 6:51:48 PM (last edit: 2/7/2011 6:51:48 PM)
show user profile  RedStar
Depends on what results you want and what its made for.
I use turbo smooth on everything. Mesh smooth is an old smoothing system, use turbo smooth if you will use smoothing in general.
If you are modeling low poly, then just use smoothing groups.
read 812 times
2/7/2011 7:09:04 PM (last edit: 2/7/2011 7:09:04 PM)
show user profile  badboydeebs
well my car im modeling is perfect at the moment but things like the front headlights which is on the skyline gtr r35 2008 model requires chamfering to stop it rounding of when smoothing however it leaves a few edges i dont like having at the front bumper but if i remove them then i get problems with the light ect.
read 802 times
2/7/2011 7:22:39 PM (last edit: 2/7/2011 7:22:39 PM)
show user profile  badboydeebs
ok im taking my time here so would like to know if everything seems ok at the mo.

thanks again
read 792 times
2/7/2011 10:01:25 PM (last edit: 2/7/2011 10:01:25 PM)
show user profile  Mr_Stabby
yes and no, on things such as cars i usually have modifier list looking like: editable poly, smooth, editable poly because while by large cars have the characteristics of an organic model (curve on top of a curve), sometimes reality sets in and you need sharp edges

read 789 times
2/7/2011 10:18:45 PM (last edit: 2/7/2011 10:18:45 PM)
show user profile  badboydeebs
ok ill give that ago as i think i know what you mean.

read 781 times
2/8/2011 12:15:59 AM (last edit: 2/8/2011 12:15:59 AM)
show user profile  badboydeebs
hmmm then again no i dont lol ive never used the smooth modifier before just the meshsmooth and turbosmooth. i know what you mean about the car tho, could i get away with chamfering those sharp edges and then applying the meshsmooth ?
read 778 times
2/8/2011 12:25:47 AM (last edit: 2/8/2011 12:25:47 AM)
show user profile  Mr_Stabby
what i ment was smooth as in mesh smooth or turbo smooth not smooth itself (didnt realize there actually is a modifier by that name heh)

and yea you can get away with clumping edges close together to achieve sharp looking curves after meshsmoothing and thats probably what most people would recommend because as an additional function it serves to eliminate extreme sharpness(because that kind of thing is very rare in reality) but personally i think thats just another edge flow you have to bury somewhere later and advanced materials like MR arch'n'design or car paint can deal with filleting corners for realism

read 773 times
2/8/2011 12:47:07 AM (last edit: 2/8/2011 12:47:07 AM)
show user profile  badboydeebs
thanks stabby ye there is a smooth modifier :)
read 769 times
2/8/2011 1:01:08 AM (last edit: 2/8/2011 1:01:08 AM)
show user profile  RedStar
Not trying to be rude or bash your work amigo but to get that model to be perfect you need to do a lot more work to it. As of now your polies are not evenly spaced out. You have 3 point polies. You are counting too much on letting mesh smooth do the curves for you. You are also skipping into detailing a bit to fast, you need to have your main base finished before you do that, otherwise you will have too many polies to work with and not know what to do with them.
read 753 times
2/8/2011 4:34:27 AM (last edit: 2/8/2011 4:34:27 AM)
show user profile  badboydeebs
hmmm things like this i get stuck on the most and i try to solve it myself but i just see it as a failure. how am i ment to cross over properly :(

read 726 times
2/8/2011 7:01:27 PM (last edit: 2/8/2011 7:01:27 PM)
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