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

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Old 05-18-2008
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[Blender] 1st Car | Audi R8

OK, I'vee begun a new car, this is what I've got, but I don't know how to make that the mirror in blender does that I get a complete hood and not such a hole in between

Anyways, here are the pics:





Is it accurate enough?


Current Work:
Mitsubishi Lancer Evolution IX

Last edited by celifighter : 05-18-2008 at 07:14 AM.
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Old 05-18-2008
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It's a bit early to talk about accuracy. But I've seen no major shaping mistake.

For your mirroring issue, it's because the object center isn't at Y=0 ie on the middle axis. To solve it :
- Make sure you aren't in Edit mode and you have your mesh selected
- Type N on keyboard to popup the coordinates window
- Enter 0 as new value for Y coordinate.
- It should fix your issue but may make the fender wrongly located. So you'll have to fix your mesh.
General advice : always make sure object center is at proper location before meshing.

The "Merge limit" of your modifier is way too high. Try to keep it as low as possible. 0.001 (that is, 1mm with my unit system which I guess you're using because you setup blueprints my way), which is default value, will be OK. General advice, always make sure middle vertices are at Y=0. Fastest way to do this is to center the 3D cursor, then scale to 0 along Y axis only, with all the considered vertices selected.

Your mesh topology isn't that clean. Try to get rid of every triangles in your mesh, and to keep a well-balanced mesh (uniform density) The front of hood and fender is bad, the top of fender is OK.

It's a nice start, keep us updated.

PS : For future post please use the attachment system. Much faster for us than an external image hosting service.



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 05-18-2008
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OK,

but is it really so bad if I've got triangles in my mesh topology? Whats the problem with those triangles?

and yes I used your Blueprint set-up


Current Work:
Mitsubishi Lancer Evolution IX
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Old 05-18-2008
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As long as you'll keep modeling the lowpoly, it won't be an issue. But it is for highpoly modeling when you'll be using surface subdivision (the modifier "SubSurf" in Blender) because it gives better subdivided meshes when there are only quads.



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 05-18-2008
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OK, here is the new try;

I also tried Subsurf


JUST A QUICK QUESTION:
Is Blender able to open 3DS Max, ect. files?
Attached Thumbnails
blender-1st-car-audi-r8-scrreeeeenie.png  


Current Work:
Mitsubishi Lancer Evolution IX

Last edited by celifighter : 05-18-2008 at 11:10 AM.
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Old 05-18-2008
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You can import .3DS files, but no .MAX files. No other software than Max can, AFAIK. For other software, there is a lot of possibilities, take a look to the manual : Scripts/Catalog - BlenderWiki

About subsurf, just know that if you're using such a modifier on your model, it's no longer a lowpoly model. That is, no longer usable in a video game. Lowpoly modeling and highpoly modeling are quite different tasks. Do you want to model for a game ? Or just to achieve pictures ?

If you are going for a highpoly model, ask an admin / moderator to move your thread to the highpoly WIP section. You'll have more comments there IMHO.

About your picture, it looks like you applied the modifier. I can't suggest you strongly enough not to do this. Use it only as a modifier, unless you're using the tutorial recently posted on SMC for midpoly modeling.



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 05-18-2008
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It never wanted to be for a game, I just thought that for my first it will be lowpoly, but if you sai that it is going to be mid- or highpoly then I ask a Admin/Moderastor to move this topic in the dedicated section. Thanks.

I'd be very happy if you could give me the link to the midpoly model tutorial, because now I'm just doing this model on my own, with little reference on that pdf tutorial with 71 or 72 pages

AND 2 MORE QUESTIONS

1. Am I able to see the polycount and the rendertime on blender? If so, where?

2. Could someone explain how I make good and real metallic car paint?


Current Work:
Mitsubishi Lancer Evolution IX

Last edited by celifighter : 05-18-2008 at 12:57 PM.
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Old 05-18-2008
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The tutorial : http://www.smcars.net/forums/tutoria...-tutorial.html

For polycount, you see number of vertices and eges and faces on right side on top bar in 3D window. For your last picture, it reads as follow : 1 vertice currently selected out of 273 in the object being in edit mode. For polycount in a whole model (that is, several parts), exit of Edit mode.

For render time, it's written on top of rendering window.



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 05-18-2008
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Last WIP for today, I'm not such that happy with it, but lets see what you think;

And last question for today;
Can I undo set smooth and/or subsurf?
Attached Thumbnails
blender-1st-car-audi-r8-scscscscscscscscscscscscs.png  


Current Work:
Mitsubishi Lancer Evolution IX

Last edited by celifighter : 05-18-2008 at 01:54 PM.
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Old 05-18-2008
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If you applied the modifier (that is, clicked the "Apply" button) you can't. Just remove all extra vertices and redo your faces.



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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