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Old 3rd September 2008, 20:34   #1 (permalink)
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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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Old 5th September 2008, 14:30   #2 (permalink)
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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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Old 5th September 2008, 21:37   #3 (permalink)
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Quote:
Originally Posted by Grendel View Post
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.
hope these are what you requested
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Old 5th September 2008, 22:55   #4 (permalink)
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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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Old 6th September 2008, 22:01   #5 (permalink)
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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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Old 7th September 2008, 03:16   #6 (permalink)
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Quote:
Originally Posted by Grendel View Post
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.
Thanks for your input, i find cars boats and figures the hardest mesh to model. I had never used the disassociate tool before.
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)

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Originally Posted by Alexandra View Post
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.
Thanks, i think hex does alot a cool stuff for a low priced modeler thats why i still use it.
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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