This is the new car i'm doing, Fiat 500 D 1965.
That's what i've done so far.
I've posted meshes too, but i don't like to see them.
This is the new car i'm doing, Fiat 500 D 1965.
That's what i've done so far.
I've posted meshes too, but i don't like to see them.
Last edited by Kangal; 07-28-2012 at 11:05 PM. Reason: posted mesh too
Thank u .
I love this little car, i'd like to have one in the real life too.
Anyway, here's some updates.
At the first sight it could seem easy , but it's not so easy, practically every surface is curvy apart the side windows panel and the shape is more complex than what i thought. Good references but bad blueprints.
The NURBS at the beginning and the end of the roof don't define the front and rear window of course, they're just arcs to get the roof's curvature.
Last edited by Kangal; 07-29-2012 at 09:04 AM.
Redone the roof and f/r panels for more accurancy.
Nice car bro...I´ll wait for the next steps...![]()
Thank u.
In these days i've done lot of updates, soon i'll post some pics . Also, i've redrawn the upper part and the tail side panels.
Here are some updates on the back in this quick render.
I'm trying to keep the surfaces as clean as possible. In the title i've written ''500 D'' but some details like the hood's crease or the tail lights are from the 500 F and 500 L. At the end, after the whole car will be completed with all the fillets and windows and so on, i think i'll do a customized version like the ones i see here, with some parts of a version and some parts of another version. I'll keep the ''suicide doors'' (they open to the opposite direction...) anyway.
Last edited by Kangal; 08-03-2012 at 10:43 AM.
Very nice, you're getting the hang of on those nurbs surfaces. Pratice makes perfection. Great job.
There are three types of people in this world: those who make things happen, those who watch things happen and those who wonder what happened.
Ty Steve.
Updates on the front, badge, bumper with supports, windshield and trims.
Last edited by Kangal; 08-04-2012 at 11:25 AM.
Wow... looks promising.
Awesome job.
Can I ask a stupid question - Whats the best way to model a windscreen if you don't do it during poly-modelling of the roof? This is where I get stuck....
It's not a stupid question, unfortunely i can't answer because i work with NURBS only and i don't know anything about poly-modeling. Anyway, i build roughly the whole car shape, but i pay attention about the surfaces continuity, like it were one surface only. Then i cut the shape here and there where it needs included the windscreen and generally the windows are quite easy to get this way because they already belong to the car shape. I hope it's useful as concept at least, since technically , as i've said, i don't know the poly-modeling technique.
Anyway, here are the last updates, practically everything is filletted, and that strange dark line at the side borders of the roof is the 3D gutter but with these shaded captures it seems horrible. It isn't instead (i hope at least).
The car lacks the front-side windows still plus lot of details . And the wheels of course...lol
Maybe poly-modelling is the wrong terminolgy, because I use NURBS too.
But I still dont get how you fill the gap left for a windshield.
Well, look at the post n.4 in this thread, as u can see i've built the whole upper part of the car in one piece only, and windows and windshield are part of it (to be precise i've changed a bit the shape because of accurancies' issues after) Then , using the blueprints again, i've cutted each window. Once u have the cut, u get it, and u can move the piece to the inner just a bit (1 or 2 units if u use real world measurements), give it depth and so on . I don't know if it's the correct workflow, but i do this way and it seems to work
Doing this way, u haven't to leave any gap, and the windshield surface is already included in the upper part of the shape. Another advantage is that u have surfaces continuity this way.
I did these pics for u. In the ''immagine n.1'' pic i've untrimmed the whole roof (not the side parts since it needed time) to make u see it's one piece only, in the second wireframed pic u can see the green area i've cutted to get the windshield. Just repeat the operation for the other glassed surfaces using as reference your blueprints .
Last edited by Kangal; 08-05-2012 at 03:54 AM. Reason: posted examples
Anyway, i'm starting to build the headlights trying to get something kinda realistic. I don't guarantee about the result though.
I ask sorry for my several posts, but CGI is getting more than a hobby for me, i just love it![]()
I have a really good bump map for sealed beam lights. PM me if you want it
nice. this is clean and smooth and huge improvement compared to your last projects.
Keep it up.
Cheers
@ TwoOneOne
Thank u so much, i just care alot your judgmentI've studied and studied in these months and i continue to do it so i'm very happy u've remarked some improvements
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Last edited by Kangal; 08-08-2012 at 05:04 AM. Reason: orthography
The modeling part is almost finished, soon i'll post some clays. I just want to ask u: Would be in your opinion better to do the classic 1960-70 version, or would be cooler to create something's particular and racing like the rear opened hood , decals, larger wheels, lowered asset and so on? Or to do both the models using as base the standard one i've almost finished? What do u think about,guys?
Anyway the car still lacks the whels (standard or not), wipers, rear hood cuts with its depth, and i'm redoing the tail lights because of accurancy issues. Infact, if u look at mine, they're wrong.
Last edited by Kangal; 08-08-2012 at 05:03 AM. Reason: orthography...again...lol
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