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Old 23rd April 2008, 17:07   #1 (permalink)
Box modeling
 
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Cammaro WIP (HEX 2.2)

Hey all,

This has been an lunch hour doodle for me. I really like working with HEX but I just bought Modo and so I really should practice this with Modo. Oh well.....

-Dooki
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Old 23rd April 2008, 17:09   #2 (permalink)
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Very good start
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Old 23rd April 2008, 22:28   #3 (permalink)
Escaping to 3D worlds...
 
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Tidy little mesh you have there.
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Old 24th April 2008, 00:48   #4 (permalink)
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Thanks!

I must have made this thing five times over. Each time I learn something new. question for you gurus out there: How do you handle cut lines like door panels?

- In the past I tried making them as separate panels. It's OK, but I notices I really need to bevel and add poly's to the edges or they will round over.
- What I am trying ( on yet a new version of the model) is to move the verts until they outline the door, select the edges and bevel. Extrude the new faces inward, then bevel the edges along the extruded contour. I've only tried this on a test. I will post the new version tomorrow.
-----------

also, how dense should the mesh be before sub-D? Is the mesh that I posted too dense? Can I go looser and still get clean sharp details? Thanks.

-Dooki
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Old 24th April 2008, 11:59   #5 (permalink)
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Thanks!

I must have made this thing five times over. Each time I learn something new. question for you gurus out there: How do you handle cut lines like door panels?

- In the past I tried making them as separate panels. It's OK, but I notices I really need to bevel and add poly's to the edges or they will round over.
- What I am trying ( on yet a new version of the model) is to move the verts until they outline the door, select the edges and bevel. Extrude the new faces inward, then bevel the edges along the extruded contour. I've only tried this on a test. I will post the new version tomorrow.
-----------

also, how dense should the mesh be before sub-D? Is the mesh that I posted too dense? Can I go looser and still get clean sharp details? Thanks.

-Dooki
I would be interested in this too.
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Old 25th April 2008, 23:34   #6 (permalink)
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I wish I could tell you that there was a one button solution - but that's just not the case. This is where you can use the incremental saving of hexagon to your advantage so you always have a step to go back to if something doesn't work as planned.

As you begin adding detail, you will simply need to began building up the poly count for detail areas on your model. By details I mean important edges. Tesselate, smooth, unsmooth, tesselate, smooth, unsmooth and repeat until satisfied. This is the part where you get to be digital craftsman. ;) Additionally, if you haven't become familiar with the Break tool, that can save you a bunch of headaches.
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Old 26th April 2008, 20:40   #7 (permalink)
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Mark...

Maybe I should look at your site before I ask, but are you now doing Hexagon tutorials?
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Old 26th April 2008, 21:33   #8 (permalink)
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you have bad topology, check some 3dmax tutorials on modeling a car
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Old 28th April 2008, 04:51   #9 (permalink)
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Hey Ash,

- All of it? Specific areas?
- What makes it bad?

Thanks.
Dooki
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Old 4th May 2008, 16:24   #10 (permalink)
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Hey Ash,

- All of it? Specific areas?
- What makes it bad?

Thanks.
Dooki
I think this was the Duke_of_vampires said not me.

Duke can you point out which bits are not so good?
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