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Old 02-28-2008
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ibeam ibeam is offline
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i model with splines a lot but like everyone else said, you don't want to use them to build your surfaces (i'm at war with the surface modifier and refuse to use it). it is, however, useful because it allows you to imagine the shapes of the car before you get to modelling. i suggest snapping polies to the curves as a technique. otherwise i just start with a plane and cut/extrude edges and move vertices to get the shape. unlike multimediaman, i'm into high-poly so i live with the bump issues in turbosmooth. it's just something you get used to.

ibeam
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Old 02-29-2008
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Icekid84 Icekid84 is offline
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I have my own method, similar it seems to mrgraf it sounds like, I wrote a tutorial on it in the tutorial section here. ANyhow what I do is start with a part of the car, usually the door, but lately its been the front and I start modeling. I'll start in an area start extruding in a very low poly (boxy) mesh and extrude it , I'll then apply a turbosmooth modifier (not meshsmooth) 1 iteration and see how I like the progress. I'll continue on and extrude more and continually check my work in turbosmooth. I however have 3 methods to keep the mesh straight and not overly curvy which I talk about in my tutorial (shameless plug I know ) But I dont think its slow I can build a car pretty fast, I had my Aston Martin body built in like 3 days. HOWEVER my method is for low poly modeling (ie game cars and such) so when I say low poly I mean between 20-30k and up. Depending on the amount of detail you put in after my method.

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Old 03-04-2008
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bunnyyyrabbit bunnyyyrabbit is offline
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I use Plane Modeling in 3d max. I think its easy =)
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Old 03-04-2008
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ColdFlame ColdFlame is offline
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I do it the classic way.make a plane .move-cut - subdivide - extrude...i model parts like that then add the details after a part is roughly done.
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