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| | #5 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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Yaaa, ZZtop, one of my favs. I'll have to design a girl in a swimsuit to go with the car. My "Dream Car" reminds me of some thing between a ZZtop car and the Plymouth Prowler. Here is a question about model building, when any body out there is making one do you wait to add "Thickness" at the end of the project or earlier? The reason I ask is that I was working on mine after adding thickness and I noticed that if I selected say a face on the out side of the object and moved it inward it crossed the face of the inside of the object. It kind of works if you're making a head and you want to use the inside face as the eye balls.
__________________ phlicker
Last edited by phlicker; 26th December 2006 at 02:50. |
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| | #8 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,412
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Hi Phlicker. Here is a link to a thread which posed a very similar question. Someone needed to add polygons along the edges to give the surface an "apparent" thickness. The same techniques can be applied to the edges of your car. http://forums.polyloop.net/hexagon-e...ams-shirt.html shorty |
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| | #9 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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Thanks for the link shorty. I am playing around with deleting faces on both sides then bridging them together say for the side windows. Here is a sample (it may be hard to see). I just tried the edges on the back and bottom of the "window" opening to see what it would do and I noticed some thing I might want to use in the design. It left a gap in the top and front of the window, just like the groove in a car. So maybe I can leave them unbridged and flair the top and front outside edge of the body for style. The bottom and back where I did bridge came to a sharp point so I might have to round it, maybe I'll leave it for style. If I want a rounded edge I might have to bridge the whole window opening then work on the top and front.
__________________ phlicker
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| | #12 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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I've been playing with a different version of the "Dream Car". I think this one looks like an alligator's head. I started messing around with the Edge tool in the Vertex modeling to see what I could do. I spent a few days trying to box model a car and now am back to my drawn versions.
__________________ phlicker
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| | #14 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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Another version of the "Dream Car". I box modeled this one instead of drawing it with lines. I started with a cube, resized it, selected the whole thing and added a few tesselations (what the heck, they're free) to devide the box into a lot of squares then started shaping. This tutorial may be of intrest for ideas, http://www.3dluvr.com/grid/tut3D/tut3d.htm . I think I'll start a campaign to bring back the tail fin.
__________________ phlicker
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| | #15 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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Here is an idea I had for shaping the wheel wells. I figured I could use the Boolean operation to make them and then shape the inside of them by pulling down the edges/faces. It also gives me an idea of what wheels will look like. This is a box model too.
__________________ phlicker
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| | #16 (permalink) |
| Vertex ![]() Join Date: Nov 2006 Location: Ann Arbor, Mich. USA
Posts: 27
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Ok, now that I had some time to work on my boolean idea this is what I came up with. I want flare the and such later. I am really getting to like box modeling a car. I have a basic method that I am refining. I really like Heagon 2. It is the easiest and most versatile program I've ever used. I have learned more in the last month with it than all the rest of the other programs I've tried. Amapi 2 or 3 was my first and I liked it a lot. The last image is an attempt to draw the body and the bottom of the car seperately.
__________________ phlicker
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| | #17 (permalink) |
| Always learning new stuff ![]() |
Never do a boolean operation like that, because it will result of triangles, which will make you a hard work to continue your modeling. The best is to cut around the wheel with th Tesselate tool, and do an extrusion, not this kind of boolean operation
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