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my first time
I just started modelling two weeks ago and this is the first thing I've attempted that I think will end up being recognizable. It currently VERY rough (its the first go at the front end) but I'd like some feedback as to whether I'm even on the right track. Thanks!
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my first time
that's just the default material. is there a reason not to use blue or is that just a preference thing?
btw, i'm using the bp's i found here (after a little editing), so thanks you to whoever put those here. i also have two scale models of this car (both of which happen to be blue). |
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my first time
Two weeks? Haha you're kicking ass.
hock: Nice job man... Is it a Stingray? I hope so, or I'm gonna look pretty dense. Whatever, I'm unsure of the name but your model is instantly recognisable, that's surely a good sign hmm? ![]() Keep going, keep going. ![]() Spare change? |
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my first time
if you started modeling 2 weeks ago (which i dont believe at all) ill be very interested to see your work in about a month or so and will be expecting work similar to Bjolletts, ckeri and sub-zeuz just to mention a few.
anyway the model looks good. choice of color is pretty much based on what you like to work with, as for w.i.p renders you should use gray (clay-renders). that way you will be able to see every little mistake pretty easy. clayrenders shows no mercy ![]() ![]() I seem to have tooooooooo many projects goin...... |
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my first time
yeah its a 68/69 corvette, it may not end up being a stingray but probably so i can learn how to add those sorts of details; badges decals etc.
i'm dead serious about the two weeks thing, this is only the second thing i've tried to actually model the rest of that time i've been reading every car/mesh/nurbs/general modeling tut i can get my eyes on. without those i'm sure i'd still be trying to figure out how to get the background images to look right. still, i've already spent like 10-15 hours just to get this far (there are still only like 10 panels). btw, is 'clay' one of the standard materials in the max library? or do i just make a flat gray? right now i'm nurb'ing it and i was thinking about converting to editable meshes after i get all the surfaces laid out. (is that a good idea or unnecessary?) at some point i'm going to need a better explaination of 'chamfer' and 'shift drag' cause i don't really understand those things but i see that those are the answers to a lot of problems that others have run into. |
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my first time
I don't know many things about nurbs (btw if you know a good tut I'd like to have a look
) but Ithink you won't need chamfering and shift dragingChamfering is used to crease an edge when using a meshsmooth and shift draging to extrude an edge anyway it looks very good so far |
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my first time
wow really nice for nurbs.. for me i dont like nurbs.. too hard to use but its good use to you
Shift Drag: Select edge(s) and hold shift and drag the edge(s) wherever you want to.. to make the shape of the vehicle. Chamfer: Works to make edges sharp. Usage, select the edge(s) you want sharp and put in the ammount of chamfering, smaller amount = sharper edge, larger amount = softer edge.. and press Chamfer. ![]()
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my first time
well i'd like to see a good nurbs tut too. making the curves is pretty easy, and when adding corners i just add an extra point VERY close to the corner point (one on either side). but the hardest part is creating the surfaces and making them come out not all wrinkled. basically i've been using things that have four sides (they can also have inner lines but must have 4 outer lines) and UV lofting. i'm going to get back to work on that thing...
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my first time
here's an update. i'm not really happy with the upper door, upper rear quarter or rear fender flare, does anyone know how i can edit the loft surface? for some reason the line keep coming up all squigly right where they should flatten out and it giving me wrinkles (see pics). also i have these weird triangles on my model that look like some sort of vertice or point but i can't select them to more or get rid of them (see pics)
btw how do i check the poly count (max 5) and what's a 'good' amount of poly's for a medium quality model? Posts merged NightEye |
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my first time
select your model in perspective view and press 7. or i not sure in max5 but in max see go tyo utilities and click more and choose polygone counter.
hope this help btw nice car man, just fix teh error yo mentionned in your post ![]() |
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my first time
i was reading the help section of max and it said that if you used point curves (what i was using) it would slow your comp down and eat a lot of memory. so i converted to meshes to see if i could cut down on some of the poly's. here's a picture of the vertex suboject selection set, lol: 11000+ vertices, less than half done.
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