Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Fiat 500
show user profile  cbflex
Hey guys, can you tell me how I'm doing with this simple tutorial?
wire simple0003
wire simple0002
wire simple0001
wire simple0000
read 1257 times
2/13/2011 8:08:39 AM (last edit: 2/13/2011 8:09:40 AM)
show user profile  horizon
It's already getting irregular edgeflow and wobblyness.
The part above the rear wheel, the smooth render is very wobbly, and the wire shows iregullarities there (like those 2 edges close to each other in the side picture.
The transition between the front wheel and the surface where the door will go is looking weird, not smooth enough.
The transition between the side and the top is not rounded enough
You've got 3 and 5 sided polygons all over, mostly resulting in a bad smooth.
There is a mesh error on the bottom of your hood, and the hood itself is sharper than the rest of the body when it should follow it closely.

read 1188 times
2/14/2011 1:37:20 AM (last edit: 2/14/2011 1:38:32 AM)
show user profile  Chris123643
dont get too disheartened if it doesnt all work out... i did this tutorial and i wouldnt decribe it as simple!

read 1147 times
2/14/2011 3:23:42 PM (last edit: 2/14/2011 3:23:42 PM)
show user profile  cbflex
@horizon I see what your saying about the mesh error on the hood, the transition between the front wheel and where the door will go, and the transition between the side and top, but I don't see what you're saying about the "2 edges close to each other on the side picture" Could you be a little more descriptive?
Also, I can only see a few 3-sided polygons... Maybe like 3 of them maximum. could you point out where u can see 3-5 sided ones all over?

@chris Yea, it is a bit difficult only because he skips over some steps or isn't really clear as to where things go in the other viewports. however, his technique is brilliant. Basically, making a very low polygon car out of a plane, and then manually adding more polygons to it, and then mirroring it. So at least it's a good lesson. I think also that your car models and anything you make based off blueprints really can't get much better than the actual blueprint quality you have. If you have some really low res blueprints, like these, it's a little difficult finding out the exact location of where the vertices go.
read 1143 times
2/14/2011 3:36:25 PM (last edit: 2/14/2011 3:36:25 PM)
show user profile  horizon

read 1134 times
2/14/2011 3:53:43 PM (last edit: 2/14/2011 3:53:43 PM)
show user profile  cbflex
k thanks, I'll work on this and get back to you.
read 1126 times
2/14/2011 4:01:29 PM (last edit: 2/14/2011 4:01:29 PM)
show user profile  Garp
You never work only from blueprints (unless they are exceptionally detailed).
You google-hunt for good pictures of the real thing from all possible angles. And when you're done you hunt some more for close-ups of all the details and the interior. This usually takes several hours and is part of the whole modeling process.

read 1113 times
2/14/2011 5:23:34 PM (last edit: 2/14/2011 5:23:34 PM)
show user profile  LionDebt
I started this tutorial a few days ago - and must agree with Chris. I didn't like it, partly down to the resolution of the reference images they supply you with - far too grainy when you zoom in. It does give you the basics to car geometry though which is always a good thing to know.

As for hunting down 3 to 5 sided polygons, I have a script that I installed a while ago (on the recommendation of Grotey through his Sea Turtle tutorial - I think) that I've hotkeyed up. It basically selects all non-4-sided polygons on your mesh and therefore highlights them. I can't find the link - if someone else would be as kind as to share even the name of it.
read 1103 times
2/14/2011 6:07:21 PM (last edit: 2/14/2011 6:07:21 PM)
show user profile  markoid
This is the non quad selector I use...

read 1082 times
2/15/2011 4:01:21 AM (last edit: 2/15/2011 4:02:50 AM)
show user profile  LionDebt
Stupid noob question: Where do I stick that .mcr file? My max appears to have lost it's non-quad selector - no idea how but the hotkey I set up for it no longer exists!
read 1054 times
2/15/2011 7:17:37 PM (last edit: 2/15/2011 7:17:37 PM)
show user profile  Garp
There's a non-quad selector macroscript in the maxscript ref.
How To - Practical Examples > How To... Select Non-Quads Polygons
Just copy/paste.

read 1042 times
2/15/2011 10:30:45 PM (last edit: 2/15/2011 10:31:13 PM)
show user profile  markoid
Locate and select the script and press Open
Go to Customize > Customize User Interface and select the desired Tab (Keyboard, Toolbars, Quad or menu)
Locate the category 'toolBox' under group 'Main UI'
Search in the category for the name 'nonQuadSelector'
Drag the script to the toolbar, Menu, QuadMenu or assign to a Shortcut

read 1032 times
2/15/2011 11:34:45 PM (last edit: 2/15/2011 11:34:45 PM)
#Maxforums IRC
Open chat window