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frostraver
05-15-2012, 09:25 AM
This is my final assignment for my first year 3D in school.
I'm going to post my progress here.

First screenshots and crits can be found here: Click Here (http://www.reddit.com/r/3dsmax/comments/tl66d/what_do_you_guys_think_of_my_car/)

I'll be posting new ones later today

I hope you guys can help me making it better.

Thanks for watching.

ZacD
05-15-2012, 09:29 AM
Post the screen shots in this thread, silly.

frostraver
05-15-2012, 09:30 AM
New Screenshots:

Made some progress on the flow:
http://i.imgur.com/uRVKKh.jpg

Trying to change this to something good. Maybe someone can help me out?
http://i.imgur.com/JAVw8.jpg

frostraver
05-15-2012, 09:34 AM
Post the screen shots in this thread, silly.

Will only post the new ones here(you won't miss out much if you haven't checked out Reddit :p )

Hang10
05-15-2012, 11:02 AM
I'd suggest starting again, I'm not sure if your using references or blueprints in your scene but I would recomend it. You have a lot of N-gons and edges that don't need to be there right now. If you're going for a High poly I'd suggest learning about edge looping and subdivision modeling. That way you'll reduce the amount of edges you have to control and makes working a lot faster and easier.

http://www.polycount.com/forum/showthread.php?t=56014

There's a good sticky thread about Sub-D modeling.

frostraver
05-15-2012, 02:49 PM
I know there are a some N-Gons in the side of the car.
We learned in school to cut out the shape we need and then "repair" it so we don't have any n-gons left. I've gotten through various lessons about subdivision modeling in school so I guess I know what I'm doing.

Maybe you're using another method? I'll ask my teacher tomorrow how I should clean it up. I'll post a screenshot afterwards.

edit: I checked for n-gons in 3ds max and he couldn't find any. Could you please show me where there's one?

Selaznog
05-15-2012, 02:57 PM
I don't see any n-gons, but I do see concave faces which you should avoid. The flow on this could be better also. It looks like you're heading in the right direction though. Our teacher also taught us "fearless modeling" (going in all crazy and then cleaning up after).

frostraver
05-15-2012, 03:00 PM
Hi Selaznog. Can you please tell me where I can find these concave faces? I don't seem to understand what they are. (tried Wikipedia but with no luck)

joeriv
05-15-2012, 03:54 PM
He is most likely talking about these:

http://img856.imageshack.us/img856/7940/javwf8.jpg

It's not just about making things quad, but also the flow, and the shape of them.
I would actually be surprised if those "quads" didn't cause some weird spots in your smoothed mesh.

As it is in the right part, there basicly is no flow at all, just some randomly connected lines with a bunch of poles.

frostraver
05-15-2012, 04:00 PM
I know they are a problem. I'll fix them tomorrow. Will keep you guys updated.
Thanks for the crits.

frostraver
05-17-2012, 07:32 AM
Solved the problems for the door:
http://i.imgur.com/uxZQA.jpg

frostraver
05-17-2012, 08:10 AM
How should I do the rims? When I use a TurboSmooth on this it isn't round anymore.

This is what I currently have:
http://i.imgur.com/W99F6.jpg

This is the real thing:
http://i.imgur.com/Sd3aD.jpg

mr gelmir
05-17-2012, 08:38 AM
perhaps you could show the turbosmoothed version to make things clear? The holes in the rim will surely deform, as there aren't any support edges. As for the 'roundness' you should space all vertices on the outermost part evenly. I'm talking about where the three edges end very close together on the outer part. You could terminate these edges somewhere before they reach the edge.
As a fellow DAE-er I can tell you there's certainly something about that in one of the pdf's

frostraver
05-17-2012, 08:53 AM
Ow damn... I forgot there was something about them in the pdf's. Will check them out now. I'm gonna upload another screenshot later today or tomorrow.
Thanks

frostraver
05-18-2012, 06:03 AM
Been working on the side...
Got this new problem. Anyone know how I can solve this?

http://i.imgur.com/FpgaF.jpg

So when I use a TurboSmooth it does the following:
http://i.imgur.com/HQlVv.jpg

EDIT: Got it fixed... Needed to change some edges apparently

frostraver
05-18-2012, 06:42 AM
Hmm... got this new problem. Now it's not related to my car 'cause it's a problem in Max I guess.
Anybody knows how I can solve this? I'm currently in vertex-selection.

http://i.imgur.com/Ofmao.jpg

frostraver
05-18-2012, 08:45 AM
Did the side mirrors. Do they look right? Maybe a bit too small...
http://i.imgur.com/9kLtY.jpg

roosterMAP
05-18-2012, 09:49 AM
they look find to me. :p

frostraver
05-21-2012, 12:06 PM
I'm currently working on the rim of my car. Trying it again... And I'm back at the point where the rim isn't round anymore.
I'm going to post another image of how I modelled it. Can abyone help me with this?

http://i.imgur.com/R7D1l.jpg

http://i.imgur.com/vn9sz.jpg