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Need help with a car panel I'm modelling
show user profile  antoin_currie
I'm modelling a lamborghini reventon and I am on this bit that I'm stuck at.
I don't know how to upload images to this forum, can someone please help me out?

There is no upload button and I suspect you need to know some scripting command or something, is this true?

read 676 times
8/15/2014 6:24:05 PM (last edit: 8/15/2014 6:24:05 PM)
show user profile  BishBashRoss
Upload to photobucket or similar and paste the URL in your post.

read 671 times
8/15/2014 6:26:14 PM (last edit: 8/15/2014 6:26:14 PM)
show user profile  antoin_currie
OK thanks,

So I'm trying to model this car, doing ok with it, apart from the panel I've pointed out in the image below:-

This is the max view:-

I'm using turbosmooth throughout and I'm having a hell of a time with the geometry here for this one.

When I turbosmooth it, I get really bad creases and it's just horrible looking.
I'm trying to get the angular look of that panel down, but it's not happening.
I've tried doing some swift loops, chamfers and just cutting vertices to try and get this to stand out when smoothed, but it just messes up the geometry and it looks hideous.
It's either hideous looking or just not pronounced enough.
Here's an example:-

I've tried other things but it just always looks a mess, any ideas?
Is it something to do with the poly flow?

Any help at all would be greatly appreciated, spent ALL day trying to get this right, but to no avail.

That particular panel is quite difficult because it's all one piece and it has many different aspects to it.


read 666 times
8/15/2014 6:45:06 PM (last edit: 8/15/2014 6:45:06 PM)
show user profile  BishBashRoss
Can be tricky when you have edges that cut across like that.

Here's an example on turbosquid that you could use try to replicate. There are wireframe renders you can look at for guidance.

read 659 times
8/15/2014 6:51:59 PM (last edit: 8/15/2014 6:51:59 PM)
show user profile  debodeebs
herf will be along soon :)
read 652 times
8/15/2014 7:09:00 PM (last edit: 8/15/2014 7:09:00 PM)
show user profile  antoin_currie
Thanks for the response so far BishBashRoss.

read 639 times
8/15/2014 8:40:32 PM (last edit: 8/15/2014 8:40:32 PM)
show user profile  herfst1
Yeah, you need to add support edges (or safety cuts as they're also called). Don't want to draw a diagram but imagine a flight of steps, now make them all one smoothing group. You can chamfer each 90 degree corner but it will still look warped. So add another parallel line to each side of the chamfers and it will become crisp as a biscuit.
read 639 times
8/15/2014 8:50:51 PM (last edit: 8/15/2014 8:50:51 PM)
show user profile  antoin_currie
Hello herfst1,

Thanks for the information.

It did help!

I do have sharp edges now, after applying a shell modifier and collapsing, then running support edges up along the sides of each edge.

However, I am having a hard time trying to get it to look neat where I've have to cut through quads and make them into tris. This gives me some unsightly looking results.

I will post a pic soon, I'm at work and can't do it til I get home.

read 586 times
8/18/2014 1:46:45 PM (last edit: 8/18/2014 1:46:45 PM)
show user profile  herfst1

As for getting rid of triangles... not too important if you use safety cuts, but if you're creative you can turn any two triangles into one square. But, as said, I wouldn't really bother.
read 580 times
8/18/2014 2:36:43 PM (last edit: 8/18/2014 2:38:34 PM)
show user profile  antoin_currie
Hi herfst1,

Forgive me, but what results would aligning the vertices in this instance yield?
I'll be trying to get on max later on to get a screenshot of what I'm experiencing.

Thanks again for all your help, very much appreciated!


read 558 times
8/18/2014 5:35:09 PM (last edit: 8/18/2014 5:35:09 PM)
show user profile  herfst1
Quote: "I am having a hard time trying to get it to look neat..."

That's what it'll do, especially if you move the matrix-guidelines as little as possible. It's all about the hidden lines, if you have everything fairly evenly spaced the hidden lines will be better aligned, which will help with your shading.

Honesly your entire wireframe is incorrect. You will be able to finish the car and get an alright result, and I strongly recommend you do finish it, but then afterwards learn good polyflow and try again, you'll see it's slightly easier and you'll get a better result when your lines flow over the car from nose to tail.

read 550 times
8/18/2014 6:57:54 PM (last edit: 8/18/2014 6:57:54 PM)
show user profile  Sangre
As was mentioned before it's all about supporting edges.

Try avoiding triangles and pentagons. A perfect model is built with quads only. Other then that your mesh is too dens over the wheel arc. Remove some edge loops.
read 541 times
8/18/2014 7:35:23 PM (last edit: 8/18/2014 7:35:23 PM)
show user profile  antoin_currie
What a forums this is, glad I found it.
Here's what my mesh looks like

Then when smoothed:-
See the bumps that I get on the sloped part?
I'll try aligning all this vertices and see where that gets me, haven't tried any of the suggestions since the last post, just got in and wanted to show you what it looked like before I tried anything.
Herfst, once again thanks.
Sangre, nice mesh man, I'll remove some edge loops from the arch.

read 520 times
8/18/2014 10:54:25 PM (last edit: 8/18/2014 10:54:25 PM)
show user profile  debodeebs
adding a cut where i have done in the pic would turn that tri into a quad

read 518 times
8/18/2014 11:14:59 PM (last edit: 8/18/2014 11:14:59 PM)
show user profile  antoin_currie
Thanks Deodeebs, see I never thought of doing it that way because I was always under the impression that an edge had to run from end to end otherwise the geometry would get screwed up, but I've just picked that up by being self taught!
So it's ok to kind of have a floating vertex there in order to make it a quad!?
I'll give it a shot!

read 513 times
8/18/2014 11:40:51 PM (last edit: 8/18/2014 11:40:51 PM)
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