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Car Modelling tutorial >

The greatest unfinished sequel ever!
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The_Devils_Avocado
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Car Modelling tutorial >

Post by The_Devils_Avocado »

I still consider myself a beginner to car moddeling and such, but i wanted to make this tutorial anyway just to see how far i could push myself. Go check it out over at my site and tell me what ya think. Better yet, tell me if it helps you.
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

I loved the advanced tutorial. Showed me some stuff I didn't. By anychance you can make it into a downloadable zip file?

Maybe I should make a tutorial on howto make rimz :lol:

IE Azzuro 18 rims
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Kruszchev
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Re: Car Modelling tutorial >

Post by Kruszchev »

hmm... there is some stuff that ill have realy huge help of... as fast as i get my ass into downloading 3dsm on a 56k modem... wich will take some time
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

Gah! The site ran out of data transfer for the day when I got to tutorial page 5 :wink:

Now I have to wait for the rest of the story :sad:



Does he get the girl?!

NO, don't tell me, I can wait... Man I gotta know...

I'll go lie down a bit.
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

I've set up the lil rectangle things with the maps of the blue prints on, and they're quite dark - especially the front view

Is there any other way than applying a light to the whole scene to make the images lighter, so I can see them better?
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

Yeah, set the materal's 'self illumination' to 100. It illuminates itself with itself, so it just gets brighter. (make sure colour is not checked, otherwise its a colour box, not a number box)

Here's what you're working to btw:

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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

Dude, that totally rocks!

You're gonna end up with lots of models unfinished sooner or later :wink:
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

What material setup are you using to geto that render?
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

The orange material is plain orange, with raytraced reflection. The ratyrace also has a map applied to it which i made myself, just a chromy looking 60x60 square. The lights were done with a script called "Environment Light", which basically makes a dome around the car, and 90+ extremely soft lights to ge the diffused shadow. The floor is a 'matte/shadow' material, so it only picks up shadows, and dosent effect the raytrace. the black is just black with a bit of specular and a lot of gloss, and the blue is the 50% transparent from the tutorial.
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

Ahhh =)

Cept Raytracing takes forever when rendering :tongue:
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

That's lookin pretty sweet is that mate :smile:



Here's another question - I put the image in the viewport window, and it is huge - when I create the rectangles to the size of the images, they're tiny in the viewports...

What am I missing?
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

zooming in?
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

It'll take a couple of years to learn max on your own I can tell you that :lol:

I mean I started back in 98 and 5 years later I still don't know max's potential...

Z+left mouse click to zoom in or out. and or mouse scroll to zoom in/out
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

*plop* in falls the interior. Another 2 hours of my life wasted...

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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

but if you zoom in/out then the image changes size with the mesh :sad:



I'm using max5 not max3 :smile:



and if only it was a case of the interior 'plopping in' - hell, that'd mean my cars were release in 1/8th of the time it takes for me to create them :smile:
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

www.suurland.com explains it better than i can bo bothered to :wink:
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

Do you know howto UV map? cause you need to if you want to set up a blue print on the selected object.

If not...

You could also setup a blueprint by setting it as a viewport background by pressing alt+b and then selecting match bitmap size, and check lock zoom/pan.

If you can't figure that out, check this site out. Very usefull when I first started using max.

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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

I have whacked the image on flat planes created according to the image dimensions, and put them in the right places - then I put the viewport background on for the front/top and left viewports. But they're not the same size as the rectangles, and when I zoom - both the images and the shape changes 'size' as I zoom, so I can't get them to fit
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

Don't set them as the viewport backgrounds. The planes are all you need.

Oh, and :

Image

Almost done now.
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

so how do I see the images in the other windows?

I can only see the wireframe and don't know where to change the settings so I can see the same kinda semi-rendered thing as in the perspective window
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

Using MAX5, its a simple tap of F3. F4 turns edged faces on/off.
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

Cheers man
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

Ok, this is pretty much it for the model, Rendered real nice with Brazil :smile:. All it needs now is texturing... might take longer than usual due to tutorial making :P

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Apex2003
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Post by Apex2003 »

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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

If it does, you can bet that beroc is gonna collapse all those 3D seams and put em into the skin, as well as the black trim on everything. Oh, and lets not forget the wheels, and the interior will be cut down too. It's at 14000 polys at the mo with everything, and there are a LOT of vertclumps :/
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

Still needs some mesh smooth for some ultra high poly maddness =) (I notice the wheels and window trim is still blocky, but I'm picky :grin: )

Proabably needs minimal texture mapping if you put that car in a video.
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

Ok, i just finished rendering this animation. It was rendered using brazil, and it took 10 hours to complete! I slept through most of it tho :| Grab it at the link to see the car in 3D :smile:
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RavageWolf
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Re: Car Modelling tutorial >

Post by RavageWolf »

Need a rendering powerstaion and maybe on of those $600 video cards designed to 3D programs such as max and open GL :lol:

Looks great but your video kills my video player after one use =P
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

I'm following your tutorial through, but when I get to a stage like this, such as on the bonnet - is there any way to get a new rectangle duplicated (by holding shift and dragging) to snap with the existing points?

At the moment I get huge gaps and can't weld the points because I can never get the close enough, and manually creating the triangles looks really dodgy :smile:

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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

I dont think there is, at least not that i know of. However, welding points shouldnt be a problem if you use 'collapse', no matter how far apart they are they will join together. Later in the tutorial there is a shot of the collapse button, and there is also a bit explaining 'vert snapping' which would allow you to weld the verts if you so wanted to.

The reason it looks dodgy when you make a new polygon from scratch is because it has no smoothing. When you are editing polys, scroll down on the right hand menu untill you get to a grid of numbers. These are 'smoothing groups'. Give the newly created polys the same one as the polys around it, and they will blend in nicely.

What car is that btw? Audi?
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random_monkey
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Re: Car Modelling tutorial >

Post by random_monkey »

yeah, AudiTT

tis my experiment car while following the tut :smile:
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Beroc-Lord of Destruction
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Re: Car Modelling tutorial >

Post by Beroc-Lord of Destruction »

The answer to your question RM is yes... there is a way to get a shift/copied rectangle snapped to your current geometry.

First, copy the geometry, then (with your grid and snap setting set to Vertex only), turn on 3d snap. You can either be in face mode, and snap vert to vert over the entire face, or in vert mode and snap vert to vert and deform the face. The problem with this is that you will create many, many verts doing it, and lots of broken poly structures... of course, you could always weld it all back together in the end... I perfer a poly creation method, mucho fast for me...
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The_Devils_Avocado
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Re: Car Modelling tutorial >

Post by The_Devils_Avocado »

More finished stuff. Interior + Engine done. It's almost skinning time.

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