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| | #1 (permalink) |
| hobbyist ![]() Join Date: Feb 2007
Posts: 101
| Car model (Hex2.5-Bryce6.1)
I'd really like to see a good tut on modeling realistic cars in hexagon but here are some of my feable attempts. I was trying to follow a tut for maya or 3dmax and hex was just missing a few of the trick tools in those progs but i'd at least like to get better at it 2 versions plus a wire overlay. Supposed to be a Ford GT40 |
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| | #2 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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can you show a screenshot in Hex? You need to start cutting parts of the car fro mthe main piece so it does not look like a uni-blob. I think Patrick Tuten did a car tutorial in Hex for the C5 Handbook if I remember right.
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| | #4 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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You need to start selecting the polygons that make up the parts of the car(doors, windows etc..)and then disassociate the edges to make them separate from the mesh. I also think you have too many polys across some spans like the roof and the hood/wheel well area. Since you are using smoothing this leads to some bumpy areas because the mesh is so tight. If you're going to smooth the mesh let use fewer polys and let the smoothing form you're shape. In particular there is a mess at the bottom of the window because you tried to tie all the excess roof polys into one point. You would not have to do that if you reduced the number of roof loops. I hope this does not come off as negative, it's a good start. |
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| | #5 (permalink) |
| Vertex ![]() Join Date: Sep 2008
Posts: 3
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I'm trying a car right now, too. Nothing as sleek as this but cars in general seem to have their own challenges. This looks like a good start, not feeble But these things do get complicated quickly. I have the C5 handbook, so I'm going to check for Patrick's tut. |
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| | #6 (permalink) | ||
| hobbyist ![]() Join Date: Feb 2007
Posts: 101
| Quote:
It worked pretty good considering the mess it was in but as good as hex works using line extract methods i think is what hex accels at. The face modeling tools and smoothing ops cause me probs ( of which i was very comfortable with in anim8or prog) Quote:
But anyway heres a new concept car this one is made all line and path extrude, one is smoothed in anim8or the other is not smoothed but has many triangles because i boolean cut the wheel wells into it. I knew that booleans would make for an ugly mesh but i was experimenting so i tried it anyway. Also i threw in a couple renders of one of my favorite animes characters weapons, these are shinagami death cannons used by Death the Kid from anime Soul Eater. The cannons are modeled in hex2.5, render in bryce 6.1 with ibl on. | ||
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