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I've been making models for a couple months now and I've just started modeling cars, but they seem really tough to get. Pic related is a Miata I'm making, it's been a work in progress for over a week and I just want to get it over with it. Anyone have any tips or advice for modeling cars?
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>literally using subdivisions
You're in for a world of hurt.
Cars are designed using T-splines or NURBs.

Try that instead.
Also consider actually modelling the body seam lines. It may make things easier when the car isn't a single piece.
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>>528506
>T-splines or NURBs
Are they easy to work with in blender as opposed to other programs?
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>>528512
HAHA
NO
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>>528504
Use as much reference as possible, not just blueprints but actual pictures. Cars have a lot of subtlety to the surfaces, looking at how light hits it will help.

I hope you've got some edges where you bumpers/joins are otherwise it's going to be a pain when you want to chop it out to add in that detail.

Keep your mesh clean as possible, it's easier to add detail when your mesh is not a giant cluster fuck.

>MUH NURBS
Yea Nurbs is great and all if you intend to take important measurements, 3d print or any of that retarded shit but if you want to put your model to use in a vidya or something it needs to be polys.

>pic related, it's a model I made, still WIP
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>>528715
>>MUH NURBS
>Yea Nurbs is great and all if you intend to take important measurements, 3d print or any of that retarded shit but if you want to put your model to use in a vidya or something it needs to be polys.

Care to explain? I work with 3d printing and I never made models with nurbs, desu that's the first time I hear about it. Just want to know what's the advantage.
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OP here
>>528715
>Use as much reference as possible, not just blueprints but actual pictures. Cars have a lot of subtlety to the surfaces, looking at how light hits it will help.
That's what I've been trying to master but I cant for the life of me, as well as
>Keep your mesh clean as possible
Does it come with experience? Pic related is a low poly of a MP4/4 I'm working on. I realized my mistake where the body and the intake meet, since the intake seems to be molded onto it instead of joined smoothly.
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>>528727
What I meant about the body/intake joint
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>>528727
anything that's hard in modeling would usually take lots of experimentation until you get it right
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>>528729
I think I got it, thanks anon
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i know there's a lot of hate against
>how do i into 3d
but how do i into 3d for cars specifically? Any programs that are well suited? I have a decent amount of CAD experience, but not much with the more organic shapes that cars have.
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>>528804
if you never extruded a polygon in your life i suggest to wait until you start modeling a car

probably the hardest none organic thing in 3D, which have organic shapes too.

if you come from cad maybe you can model in splines (nurbs) and convert it later to polygon, if that's more convenient
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>>528804
I use maya but that's just what I was taught. Here's a quick run down of my technique for cars.

First up get your blueprints up and running. Take your time don't fuck it up, screwing this up will make things harder.

Ok, first thing is to switch to your side view. Zoom in nice in the front wheel arch area. You see that really small almost flat edge that goes round the inside of the arch? That's our starting point. Draw a cv curve following the edge, try to keep it central. Don't put too many cvs in your curve. Try to keep to as few as you can while following the shape.

Ok so we got our curve looking good from the side. Now use front / perspective to line the curve up in that axes. Once that's done, draw a plane below your first cv of the curve, try keep it the same width as our edge. Now select the top edge, extrude and tick selected curve. In number of sections try something like 9 or 11, you don't want loads, just enough to get the shape right. Once extruded, delete history and line it up nice with the edge on the blueprint. From there, you'll basically extrude the entire car. It's a neat technique and works on most vehicles
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>>528809
Progress and some things I learned:
Not to always trust blueprints
Choose pictures carefully when working with vehicles with lots of variants (mostly older vehicles)
Interiors are hard as fuck if your blueprint isnt good or if you're really hard at guessing the size of certain objects
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>>528806
i have made some fairly complex things with AutoCAD and SketchUp, the closest to a car probably being a TIE Interceptor.

>>528807
I don't understand a lot of the terminology involved, but I guess I'll just pick it up once I start. Basically what you're saying though, if I understood correctly, is to trace the blueprints in 3d and extrude out from the 6 planes?
thanks for the help.
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>>528827
Pretty much yeah. Build up your front wing/fender first. Try and get it to match up to the cars surface the best you can before you move on. The hardest part is normally the A-piller/roof pillar section. But you can use a curve to get your shape in their too. Avoiding using to many verts to begin with will help to make sure you don't end up with "wavy" surfaces.

Don't be too precious with bits you make, save incrementally and try and re do bits your not happy with. Don't forget that sometimes Maya is a dick and you'll need to soften normals on edges that shouldn't be too harsh.

Pic related. Hopefully it'll help you understand.
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thanks m8. installing maya now.



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