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Old 04-05-2008
carme carme is offline
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Ferrari 250 GT SWB

Need suggestions on how to model this front bumper. Should I use booleans on the actual topology mesh or should I create a totally separate part or another suggestion?


Also do you model your car in parts or altogether and then break up the parts if needed. ei)door, hood bumper, gas area.

also how do you make sure the topology doesn't get all entangled and there aren't any extra vertices or faces lying around?


I hope this is the right area to ask for help.


Alright I'm adding more info because i'm stuck. I need to help in making that area that extends from the headlight up to be a curved yet it has creases. How do I make that part smooth? I tried everything I know including making a Nurbs Cylinder but I know with the mix of polygons it wouldn't texture well. If you need additional info to help me, please let me know. this is my very first and I"m very new to modeling.
Attached Thumbnails
ferrari-250-gt-swb-bumper.jpg  ferrari-250-gt-swb-top.jpg  

Last edited by carme : 04-05-2008 at 11:23 PM. Reason: Adding more questions in one post
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Old 04-07-2008
bunda4th bunda4th is offline
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Well, I haven't model in a while but there should be a tutorial on here which is very helpful and its modeling of a 350z.

I model the car piece by piece as in hood, f.bumper, fender, door, etc...

I don't use boolean and such, the way i model is i start off with a cube and change the size to match it close as possible to the piece im modeling and then I add more division to it and delete all the faces that i dont need.

after that i used this tool forgot what its call but it allow you to add more polygons to it so you can adjust and move more vertices.

Just remember to keep the polygon flow nice and simple and evenly space.

Thats as much help I can give since I am still a beginner at it.
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Old 04-07-2008
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ibeam ibeam is offline
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could you tell us what car this is from. without having a general idea of what the car looks like, it's hard to say how to model it.

ibeam
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Old 04-07-2008
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tom120934 tom120934 is offline
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About the place to post such questions, feel free to post in your WIP thread. Because such a question is not related to your software, and posting it in this section can prevent some people to read it.

About how to do this front bumper, I agree with ibeam, tell us which car it comes from. The simple picture you posted is not very explicit on the shape of the bumper. Please post a refpic to show us clearly, I'll post a most constructive answer then

To keep on "unconstructive advices", just forget about booleans operation : all they'll get to you is a dirty mesh. And you _never_ want a dirty mesh.

I usually model parts one at a time, just to make sure to complete every detail on a part before moving onto another one. It's more a matter of motivation than a modeling trick. But for parts contiguous one to another, I duplicate the edges making the shared side just to make sure the gap between parts will be nice.

Again, post an explicit refpic (or more), and you'll get more explicit answers !



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

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Old 04-07-2008
carme carme is offline
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Didn't know I could use the WIP to ask, so thanks for letting me know. Can move this thread there if that's where it should be.

I'm trying to model a Ferrari. I guess for my first time car I chose a hard one since a lot of cars are mostly the "Squarish bulks" and I'm following that Nissan 350z tutorial like crazy but my car is more round features like a Porsche.

I tried creating a cylinder but that didn't match up with the topology well. So basically I just kept extruding bit by bit from a Fender part and now I have so many edges creating a somewhat weak curve to make that bulging look in this photo. Please help suggest!

How do you professionals create the rounded part near/above the headlights without messing up the topology count? And make it all nice and smooth... I get 5 stars triangles I'm so scared of dealing with. HOw do I make the car not so bumpy?

As for the bumper "mouth" , "grill" area, how do I go about making that at all?

Thanks for all your help so far.
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ferrari-250-gt-swb-12big8.jpg  

Last edited by carme : 04-07-2008 at 10:39 PM.
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Old 04-08-2008
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tom120934 tom120934 is offline
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It's way clearer now. It's a 250 GT SWB (short wheelbase) from 1959 : see Ferrari 250 - Wikipedia, the free encyclopedia

First, don't use front and rear views as blueprint. They're completely wrong, because of perspective. Use them only as refpic. The side view looks good.

You have several different parts in the front bumper area :
- The bumper itself (I mean, the part painted red) Model it as you would model any other body part.
- The chrome part surrounding the air intake : duplicate the set of vertices from the bumper and extrude it inward. That way you'll have a clean gap between both parts. Add some depth, and voilà !
- The grille : pretty easy too. It's made of thick wires, so a simple cylinder for each wire will do the job. Start by creating one horizontal then duplicate it as needed to get all the horizontal one. Create another one, vertically this time. Then duplicate it. You'll be done shortly.
- The foglights : just look for a good headlight tutorial in your favorite search engine. Modeling one is a pretty easy task.

As I already said, model a part at a time. No doubt the most difficult part is the bumper. Be sure to study all the shapes within it : main headlights holes, turn signal holes, main air intake, additional side air intakes. You have only one part going from the very front end to the doors, make sure to complete it at 100% before moving onto modeling another part. Pay attention to surface smoothness.

Keep us updated. If you want this thread to be moved in WIP section and renamed to something like "Ferrari 250GT SWB", PM an administrator or moderator (eg : DcFeelGood,Johnas, Redstar, NightEye... sorry to the others )



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 04-08-2008
carme carme is offline
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Thanks so much for the steps on how to go about doing this.

How do you recommend keeping the surface smoothness?

And you're right the bumper is really difficult. I can't get the headlight area.

I made some choices to model the headlights off of the '58 Ferrari GT Spyder, please any suggestion on how to smooth out the attached model I have there. I circled the part of the reference photo in which I need helping smoothing out.

And Is the blueprint attached useable?
Attached Thumbnails
ferrari-250-gt-swb-lip.jpg  ferrari-250-gt-swb-fer.gif  ferrari-250-gt-swb-smooth.jpg  

Last edited by carme : 04-08-2008 at 03:34 PM.
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Old 04-10-2008
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peterliang peterliang is offline
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The line drawing seems good enough to work off from....(Line drawings will prolly be the most accurate prints you can get of a vehicle model than image captures...because of the perspective throwing it off)

And I guess when you mean smoothness it's not soften edges.

I'll look at it again later.
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Old 04-10-2008
carme carme is offline
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Are soften edges better than smoothing technique? Which ever produces the better result? If soften edges is good, how does it work. I'm using Maya so there's like only one option to just soften edges for a polygon. Whereby then I could use the artisan to soften edges? What do you recommend?
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Old 04-10-2008
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BahtiJaro BahtiJaro is offline
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TO Carme :
Ferrari Pics
There You will find a lot of pics of Ferrari`s
-----------------------
Sorry for my English.

Last edited by BahtiJaro : 04-10-2008 at 03:22 PM.
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