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Work In Progress: Rendering and animation Show off your projects you are working on

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  #21 (permalink)  
Old 02-03-2007
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Stratous Stratous is offline
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Quote:
Originally Posted by Catlin
Read the manual that came with 3ds max! jeez its all in there.

LOL, you're funny...manual.

It looks like you are using Max 9. If thats the case then Max will automaticaly make everything double sided. So when you are trying to work on your car, you can't because the double sided plane is in your way. SO, when working on the front of the car you will need to hide the back BP, and when you work on the back, you'll need to hide the front.

I also noticed before that you are modeling all the panels one at a time. You should model the entire car at one time, working your polies around the body lines, then worry about detaching the doors and hood later.

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  #22 (permalink)  
Old 02-03-2007
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right click on the plane you created and scroll down to convert to, then click convert to editable poly, you should be on your way then
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  #23 (permalink)  
Old 02-03-2007
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whats funny i was being serious....
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  #24 (permalink)  
Old 02-03-2007
offthahorseceo offthahorseceo is offline
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i dont have the manual...

ok so my problem was that for some reason it wasnt selecting the "select and move" tool and instead was selecting "select object tool"

damn modeling the whole car would be a mess, for me at least

btw thanks for the replies

(o yea im using max 8.)

edit cause: i didnt think i was cool cause i was using max haha, the board turned 8 and my end parenthesis into so now i punctuated

Last edited by offthahorseceo : 02-04-2007 at 02:48 PM.
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  #25 (permalink)  
Old 02-03-2007
offthahorseceo offthahorseceo is offline
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Quote:
Originally Posted by Stratous
LOL, you're funny...manual.

It looks like you are using Max 9. If thats the case then Max will automaticaly make everything double sided. So when you are trying to work on your car, you can't because the double sided plane is in your way. SO, when working on the front of the car you will need to hide the back BP, and when you work on the back, you'll need to hide the front.

I also noticed before that you are modeling all the panels one at a time. You should model the entire car at one time, working your polies around the body lines, then worry about detaching the doors and hood later.
ok so how do i add poly's to an existing plane or planes to an existing plane
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  #26 (permalink)  
Old 02-03-2007
Xer0123 Xer0123 is offline
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look for some tutorials on making a car in max not so you can follow it, but so you can see the techniques used to make it such as cutting, and edge draging and welding.
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  #27 (permalink)  
Old 02-03-2007
offthahorseceo offthahorseceo is offline
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will do thanks

problem is, most of those tut's assume alot of things, most of things things arent tru in my case
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  #28 (permalink)  
Old 02-04-2007
Xer0123 Xer0123 is offline
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I know exactly what you mean. I was in your position not too long ago. You can also try going to the help section in max. They also have some nice tutorials that you can get adjusted to by going to help I believe. If you want a good tutorial on the basics of what you need to do, check out RedStars Supra tutorial because he briefly explains the basics of car modeling and what each option does and how to use it.

http://www.smcars.net/forums/video-t...tutorials.html
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  #29 (permalink)  
Old 02-04-2007
offthahorseceo offthahorseceo is offline
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ok thanks for all the help everyone, i realize i asked too many basic questions, but everyone starts somewhere right?

well heres my hood and front fender, i took someones advice so its all modeled as one fiece, i chamfered the crease in the hood, then the crease on the fender (where it starts to go down instead of across) and also chamfered the line in the fender that leads to the mirror

i then used the turbosmooth modifier (i noticed if i used it before chamfer then it would smooth my creases, not cool.) anyways heres the render, i dont know how to clay render yet and also i realize the part near the front is all screwed up and im workin on fixin it, just dont know how yet (there are some tiny triangles there and some of the planes are misaligned)






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  #30 (permalink)  
Old 02-04-2007
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Your getting pinching on the side where that line goes. Please show me a wire maybe i can help you out there.
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  #31 (permalink)  
Old 02-04-2007
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David Lindh David Lindh is offline
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If you want a more user frendly program I recomend Maya. My experiens when i shanged from 3Ds max is that I feel more free when i work in maya. 3Ds max felt unnecessary complicated. But you wont get the help you need if you use Maya.

A easier way to work and understand how a 3D mesh is built up with edge loops is to work out a basic mesh of the hole car with edges that follow the lines of the car. Then work out the details like headlights, doors and sharp/soft edges on the bodywork. If you start to create for example the bonnet there will be a lott of faces and edges you has to control and the surface will be buckled.
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Last edited by David Lindh : 02-04-2007 at 03:59 PM.
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  #32 (permalink)  
Old 02-04-2007
offthahorseceo offthahorseceo is offline
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Quote:
Originally Posted by *RedStar*
Your getting pinching on the side where that line goes. Please show me a wire maybe i can help you out there.

here are the wires, zoomed in

theres a triangle poly there i think that might be causing it






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  #33 (permalink)  
Old 02-04-2007
Xer0123 Xer0123 is offline
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very hard to see
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  #34 (permalink)  
Old 02-05-2007
offthahorseceo offthahorseceo is offline
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do i need to do the whole car or half first?
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  #35 (permalink)  
Old 02-05-2007
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yea just the half then just use symmetry modifier or mirror


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  #36 (permalink)  
Old 03-12-2007
offthahorseceo offthahorseceo is offline
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is there a way to select a few lines that are supposed to be parallel to each other and make em actually be parallel to each other, and spaced evenly?
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