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View Poll Results: make each part of a car seperately os pull vertices around a blueprint?
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Old 03-30-2004
fat dude fat dude is offline
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vertices or individual parts?

i was wondering which was the best way to model a car. what does every1 think?

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Old 05-23-2004
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superwes88 superwes88 is offline
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vertices or individual parts?

it really depends of what method you use, for boxmodeling i do it all together in one object, but i dont think you can do it all-in-one when your splinemodeling, because that would give a whole lot of polys, because splinecages have to be 3 or 4 sided
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Old 05-27-2004
LucasW_69 LucasW_69 is offline
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whatever's easier

i find that if i make parts, they never fit together properly, and theay go all dodgy when i try to fix them up. But i think that box modelling, or splining is easier.

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Old 05-28-2004
c0nspire c0nspire is offline
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vertices or individual parts?

all my stuff is low poly,. but i do pbp (poly bu poly) modelling, start with a plane and just keep extruding / welding

-www.lowpolycg.com
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Old 06-27-2004
pauljs75 pauljs75 is offline
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vertices or individual parts?

With Wings3D (box modeler), I find that it's easy to bulk out the shape of the car first and pull edges/vertices to match the print. Once the edges are in the right places to define the model, then I start cutting it up into pieces as necessary.

I've also seen people make models in the same program piece by piece and fitting it together. So it might be up to the modeler to find out what approach works best for them.

Also it depends on what you're planning to use the model for. High detail models are probably better to build by part (well if you're good at doing it that way) and low detail models are probably best made as one "brick".
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