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

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  #1 (permalink)  
Old 08-20-2007
GermanStorm GermanStorm is offline
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[WIP] GT40 le mans edition 1969

Well, I think at first i have to present me.

I'm 16 years old, and I'm living in Germany.
Sorry for (maybe?) the many faults, but my englisch is only "school englisch"

I've discover Blender one month ago, and started to model any small objekts lika a glas r pencils. After a week it was boring and I jumped into the cold water.
I've modelled a Gallardo, it was a test, how car modelling works.

now i present my really first Projekt, a Ford GT40, le mans 1969.

at the moment I'm modelling the airbox behind the door, tommorrow i will finish the front and back bumpers.

subsurf isnt activated
Attached Thumbnails
wip-gt40-le-mans-edition-1969-gt40seite.jpg  wip-gt40-le-mans-edition-1969-gt40schraeg2.jpg  
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Old 08-20-2007
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Looks like an ok start,Nice to meet you and hope you enjoy your stay here at SMCars!!

Is it possible for you to show some wireframe and clay renders,or just change the bodycolour so we can see the car a little bit better!
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Old 08-20-2007
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Good start!

You're really young, so you have all the time you need to learn to model.

Nice choice for the car. Why exactly the 1969 version? What livery you'll apply to it?

Alan


Alan Guerzoni: 3d car modeler & GranTurismo photographer

Visit my website

My wip: 1970 Ferrari 512s "coda lunga" (longtail)



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Old 08-21-2007
GermanStorm GermanStorm is offline
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Why the 1969 Version? its a long story.

Before I started the project, i thought a long time which car I will modell.

I'm a fan of racingsport, and I like the look of the le mans cars (mazda 787B, Bentley speed 8 GT etc.). So i started a little Brainstorming.
At the end i had to take a decision between the Audi R10, Ferrari Modena, and the Ford GT40.

The R10, yeah, i dont know, but i thought its a bit too difficult.

Ferrari sounds good, but Ferraris are everywhere, like Lamborghinis, they are a bit normal.

At the end i choose the GT. In 1969 was the last big performance of the car, with the fourth win in le mans (1966-1969) - after the car dissappeared in a hole, till the release in 2002.

I've four testrendings, with the intern blender-render. The front bumper and the component behind the door arent complete, the rest is ready.
Attached Thumbnails
wip-gt40-le-mans-edition-1969-testrendfrontandback.jpg  wip-gt40-le-mans-edition-1969-testrendfront.jpg  wip-gt40-le-mans-edition-1969-testrendback.jpg  wip-gt40-le-mans-edition-1969-testrendside.jpg  
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Old 08-23-2007
GermanStorm GermanStorm is offline
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I think its time for a little update

the body is nearly complete, there are only few dents which i have to plane.
Attached Thumbnails
wip-gt40-le-mans-edition-1969-rendtestalphacar3front.jpg  wip-gt40-le-mans-edition-1969-rendtestalphacar3back.jpg  
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Old 09-02-2007
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getting there. some edges need a bit of chamfering (like the naca intakes on the bonnet) or whatever it is called in blender. nice choice of car too. instead of doing the bloated re-release of this racing legend. i want the gulf color scheme, if i may be so bold as to 'demand" this here hehe.

the a-pillars look a bit edgy / twisted i think and the roof appears to be somewhat flat-ish, but you'll get that ironed out. i like it

sky / surprise! productions

Sitting there watching that powder-blue and orange 917 barreling down the Mulsanne and getting squirrelly
under braking was the exact moment when I stopped thinking Corvettes were the coolest cars on earth.
- Don Holloway
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Old 09-02-2007
GermanStorm GermanStorm is offline
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this was my first try, but i think i can do it better.

i've still a savestatus of the alphacar (two posts up) and i try it once more. i got problems with the verts, because i had to many edge loops, and the chasis was to highpoly, so there were many dents which i cant remove easy.
Attached Thumbnails
wip-gt40-le-mans-edition-1969-betatest.jpg  
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Old 09-02-2007
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looks like an ok start. did you check out the tutorial section whether there is something usefull for blender? afaik it's not the most popular program out there so it might be a bit hard finding tuts.

I'm a Prefectionist
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Old 09-02-2007
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Welcome here.

That's true there's not so many Blender users here. I'm one, so feel free to ask whatever question you can think of.

About the black lines on your model, it's because you have a normal problems : some are inward, some outward the car. For each object of your model, enter Edit mode (TAB) and re orient normal outside (Ctrl + N) The lines will be gone.

Your mesh looks bumpy. That a very important point when learning : you have to get a mesh as clean as possible, in terms of number of vertices and of straightness of rows.

You can show here a wireframe to help us point out the area needing work. Screen copy will be fine, without subsurf.


Keep going !



Currently project : Lamborghini Murcielago LP640 Roadster
Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4)

See my work and my tutorials on www.thomasbaron.net
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Old 09-03-2007
GermanStorm GermanStorm is offline
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I've 3 screenshots.

one mesh of the first complete version, one mesh of the final car, and the car without subsurf.

i dont n´know, is there a chance to rescue the final edition? i found many bumps and its very highpoly. if theres a chance i will try it, if not, i start a new try with the alpha car (first pic).
Attached Thumbnails
wip-gt40-le-mans-edition-1969-alphamesh.jpg  wip-gt40-le-mans-edition-1969-betafinalmesh.jpg  wip-gt40-le-mans-edition-1969-finalwithoutsubsurf.jpg  
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Old 09-03-2007
DrumBoPing DrumBoPing is offline
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the car itself looks good, but like u've said, very bumpy and spots look very pinched





<b>speed kills, so go faster</b>
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Old 09-04-2007
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I think you will do better if you restart the whole model. Here're some advices :

- First step you need to perfectly now each curve, each feature of the body. For that purpose, I usually draw a poly cage.
- Next, model the rough shape of the car. By "rough" I don't mean modelling quickly & dirty, but only major features, not every little edge or hole. This step is important to get a coherent modeling of the body (continuous curvature, mesh density and so on) Keep your mesh as low poly as needed.
- Once your whole car is roughly modelled, cut down each part, add details you previously forgot. Also add hard edges where needed (don't use crease / vertices weight, add extra poly rows by cutting with Ctrl + R)
- Don't forget to give some thickness to your parts : extrude the borders inward.

And remember : if you go for accuracy, be sure to get hundred of refpics, and take your time. Rushing is never a good thing for model quality.

Keep us updated, fellow blenderhead !



Currently project : Lamborghini Murcielago LP640 Roadster
Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4)

See my work and my tutorials on www.thomasbaron.net
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Old 09-05-2007
GermanStorm GermanStorm is offline
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Theres my second start.

i stayed lowpoly as possible, and i think its not bad.
actually 244 verts, 500 less than the last comparable chasis (yes, its true).

till now i have only one little problem on the roof behind the door.
Attached Thumbnails
wip-gt40-le-mans-edition-1969-2ndchasis.jpg  wip-gt40-le-mans-edition-1969-2ndchasisback.jpg  wip-gt40-le-mans-edition-1969-2ndchasisfront.jpg  wip-gt40-le-mans-edition-1969-2ndmesh.jpg  
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Old 09-05-2007
DrumBoPing DrumBoPing is offline
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that looks better, there is a pinch near the rear window dealy, other than that, very smooth





<b>speed kills, so go faster</b>
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  #15 (permalink)  
Old 09-05-2007
GermanStorm GermanStorm is offline
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*update*
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  #16 (permalink)  
Old 09-05-2007
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That's way better than previously. You kept it almost lowpoly, that's very good. As said above, little pinch near the rearshield.

As general advice, try to put a row of polys around each opening in your parts. Because Blender subsurf algorithm works better with vertices with 3 edges connected (vertex shared by 2 faces) than vertices with 4 vertices (vertex shared by 3 faces)

Keep it up this way, remember to clean perfectly the rough shape before cutting out each part and adding details !



Currently project : Lamborghini Murcielago LP640 Roadster
Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4)

See my work and my tutorials on www.thomasbaron.net
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  #17 (permalink)  
Old 09-12-2007
GermanStorm GermanStorm is offline
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sry for the long time without updates, but i had to finish an other work.

the update starts with a little problam on the sidewindow.
the subsurf produce corners, which i cant delete with shift + e.
the other way i try were new loops with strg + r - then parts of the car get highpoly and sharp edges appears in the subsurf.
i deleted all nonrelevant verts with x, and get 4 triangles around the window, which create 4 bumps...

how can i remove this corners? (attachment)
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wip-gt40-le-mans-edition-1969-mesh.jpg  
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  #18 (permalink)  
Old 09-12-2007
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looks like you need to chamfer the edges and corners, though i dunno what's it called in blender.

I'm a Prefectionist
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  #19 (permalink)  
Old 09-13-2007
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You need to add an extra row of vertices at the top of the Apillar (and of course also at the bottom) Do it with Ctrl+R, the extra row needs to be very close to the very top (but not exactly on top)



Currently project : Lamborghini Murcielago LP640 Roadster
Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4)

See my work and my tutorials on www.thomasbaron.net
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