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Old 07-01-2008
Magical Tree
 
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widebody supra

Hello everyone, This is my first post (noob here) and I thought I would let everyone see my first car. It is actually my 3rd attempt because I am also pretty noobish with 3ds max but I think it is coming out pretty good but I know there are still alot of mistakes. I am almost finished with it, all I am going to do is put in the gas filler compartment and work a little more on the interior. I chose to do the supra as my first car because I actually have a 97 mkIV tt so I can take as many reference pictures as I need. If anyone needs detailed reference pictures of a supra I have a cannon eos digital rebel that takes 6.3mega pixel. Well, here are some renders (clickable thumbnails).


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Old 07-01-2008
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Nice work, Welcome to SMcars!

If possible, can you show some wires and clays?
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Old 07-01-2008
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Originally Posted by et_fone_home View Post
Nice work, Welcome to SMcars!

If possible, can you show some wires and clays?
Thanks for the welcome et and I did a few printscreens of hidden line views and you can tell the mesh is a mess but it renders fine without any problems and to tell the truth at my skill level I would be better off just starting over and redoing the whole car and not do the same mistakes that I have learned from doing this one. I dont have time to do any clay renders tonight but I will try to get a few tomorrow. Thanks again for the welcome. Here are the pics:

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Old 07-01-2008
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Most renders can hide the imperfections, but looking at the renders, i can spot a few reflections which dont line up. The wires must be continuous, so that reflections would look flowing through the car. Your car is not bad, just a bit less consistent with the wires.
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Old 07-01-2008
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Exactly what ET said.. I noticed on your rear fender the lines dont match up and on the door you have some wierd structure. On a design note.. I think you might want to add something to the hood.. a line or intake ( nothing ricy of course) but just something to give it some eyecandy, right now you made this car a lot wider so the hood area is a lot wider when you count the fenders.. so its a big bare area.
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Old 07-02-2008
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Originally Posted by Icekid84 View Post
On a design note.. I think you might want to add something to the hood.. a line or intake...
oh no you dont..

flat bonnets are dandy..

only thing you could add to the bonnet without breaking the car is a simple air outlet or a naca duct or two to the turbo(s )..
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Old 07-03-2008
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Thanks for the help everyone and I did model a different hood to begin with. I used the toms castrol supra blueprints and made the hood as close to it as I could. I just like the plain hood best so i did most of my renders with it. Here are a couple of pics of the vented hood:


I have tried to get the reflection that starts after the door to match up but I have the polys going at too extreme of an angle that it will not match up unless I move the vertices back to align with the door edge, and that makes it hard to keep it widebody. I have decided to just start new with stock supra blueprints and I have done the hood to begin with and was hoping you all could coach me through it. This will be my fourth time trying to get this car decent and smooth. Here are some pictures of what I have so far:



Ok, if the hood is good enough, where would be best to start doing next? In the past I have just cloned all of the front edges forward and started shaping the headlight lens and front bumper, but I cant remember exactly how I did it but I know I had a time just getting the headlight lens started right. I have a printscreen of the top view and could you tell me how to aproach the headlight lens the best way. Thanks again for your help. Here is the pic of the top view:

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Old 07-03-2008
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Triangles = Satan in high poly modeling. Do the fallowing.
Attached Thumbnails
widebody supra-5.jpg  
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Old 07-03-2008
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Thanks Redstar, I got that sorted and I appreciate the help. Now how would be the best way to start dragging the front edges forward to start the headlight lens and bumper? I mean, would it be best to drag all of the front edges of the hood in the y direction then scale all of vertices in y direction to have them all equal?
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Old 07-04-2008
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work your way from the hood and model the front bumper. Than when front is done than fill in the headlight area and go from there.
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Old 07-05-2008
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Thanks again redstar for the advice. I have the front done around back to a small portion of the front fender. Ok, if you could describe the best way to do the headlight and lens, I am deeply appreciate it. Last time I believe I just created a polygon using all the vertices around the headlight but once I used 2 iterations of subdivision I had to do alot of realigning everywhere. Here are some screenshots of my progress so far so please tell me anything I need to work on as I would like to get this car half way right this 4th time around. Thanks again.

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Old 07-05-2008
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Here you go buddy do this.



There is an accuracy issue but I do not want you to worry about it. If I point out every issue you have you will quit the car. That is how I felt when I started 3D and people criticized my work very hard. So for now just worry about learning the technique and how to avoid 3 point polies.
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Old 07-05-2008
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Will do Redstar. I will just create a poly using the outer vertices of the headlight area then cut it as you have shown and post up the progress. I want to thank you and everyone again for taking the time to coach me through this and not ragging me too hard for the mistakes.
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Old 07-05-2008
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I got that done. I had to delete where I had pulled the edges surrounding the headlight hole to create the polygon. I cut it as you showed and reshaped it. What would be next to tackle, the bumper mouth or continue with the headlight and detach the polygons making it?

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Old 07-05-2008
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Well now lets start off by making the front end look like a bumper.

First what you want to do since you are using the style of cutting is cut out the intake hole. Than make the wireframe match up wtih the cuts and tahn delete the center. After that do the side intake hole the same way.
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Old 07-06-2008
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I have my cuts for the intakes and this is usually where I start making major mistakes and end up having trouble. I dont know what would be the best way to redo the mesh to not have any triangles. Here are the cuts I made:

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