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Old 01-02-2008
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Nissan 350z (bear with me my 1st ever car attempt)

Hello people im fairly new here im a blender user im okay with it i know my way round it etc now im trying my first ever car i plotted out the blueprints



thats how far i am mapping it in 1 dimension but where do i go form here as when i try something itl ooks stupid or the lbue prints dont match up and im using the 350z blueprints from your gallery
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Old 01-02-2008
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Please consider using the forum attachment system instead of using external hosts.

About blueprint setup, check my website, I've just posted an article about that way of setting up blueprint : Pixels or Atoms ?. I compare it with my previous tutorial on this matter : Pixels or Atoms ?.

Edit : the two links appear to be identical but they don't It's just my blog engine that always use the same HTML page title. Poor code writer I am...
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Old 01-02-2008
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Another 350Z !!! YEEEEEEEEEEE !!! :-)
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Old 01-02-2008
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Hey men, you're far from being the 2 first 350Z around here

cwbolton, I'd take a look at your .blend file. I'll post my advice here instead of PMing it to you, because I think it may be useful

You create some kind of vectorized blueprint. The major mistake is that you created it with a pretty high level of detail but only in 2D : there is only a side view.

When creating a "spline cage" (like I explained how I use them here : http://www.smcars.net/forums/finishe...tml#post183903), you should create it 3D :
- Start it by placing only major points of the body, e.g. corners of hood and every other body parts. Be sure to place them in 3D !
- Once they're created, create edges between them. Add them without creating any new vertice.
- Once you're done, start subdividing by hand every edge you created at the previous step, adding as many vertices as necessary to have decent 3D curves.
- Every time you curve an edge, take enough time to turn around it within the viewport, to make sure it's smooth.
- Use vertices wisely, don't use too many of them if you're going for an high poly mesh. Because you'll be using later a surface subdivision modificator (or whatever your 3D software calls it) and the resulting curves will be slightly different from the curved edge you'd drawn by hand. And what is important is the shape of the resulting curves, as this is what will be shown in your renders.

Why doing it that way ? Because if you go 2D only at the start, you'll start add details for only a view, and missing to add vertices when needed to smooth a given edge when viewed from another view.

I hope this will be helpful. Feel free to ask for more explanation if I wasn't clear.
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Old 01-02-2008
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ok thanks for comment ill take this technique int account and have ago if i run into problems ill ask here
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