Bonjour tout le monde , je présentai mon deuxième modèle qui est bien loin d'être fini , si vous avez part des conseils ou remarques que ce que je fais quelque chose de mal, ne pas hésiter . Donc je déjà très avancée dans la modélisation , je mets quelques des photos . Tell moi ce que vous pensez . J'ai fait le côté rapidement , mais il a été tout à fait manqué si je sépare chaque partie de la carrosserie . Désolé pour mon anglais (je suis français et je l'utilise un traducteur)
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Are you afraid of poly's or something? So damn boxy...
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) He said that you can apply a lot more polygons to make it look better. Cars made by Gabester are around 50-70k polygons.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Basically I said this looks like your first mesh.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) I done gradually , I currently work on the inside of the frame
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) I see that you have some skills, but your method of extruding each piece once lengthways makes your mesh difficult to manage in later stages. So, to help you and other budding vehicle modellers, I present Zappy's Clean and Simple Modelling Tutorial. I'll be modelling a rough approximation of the GT86 door. First step is to add a plane and delete all but one vertex. Align the remaining vertex in the corner of door. I've started at the bottom left. Highlight the vertex and extrude it up along the outline of the SIDE of the door, like so: Tip: Holding 'Shift' while extruding will enable a precision mode, facilitating accurate vertex placement. (imported from here) Next, highlight all the vertices (pressing 'b' and dragging with the LMB will multiselect vertices) and extrude to the right, like so: Tip: pressing 'x', 'y', or 'z' will constrain the extrusion to its respective axis, making a much cleaner and precise mesh. (imported from here) Continue extruding at regular intervals until you reach the other side of the panel. You could probably get away with doing half the number of extrusions I did :s Align the vertices so they fit snug against the outline of your reference, and adjust stray vertices (like the ones along the bottom) as required: (imported from here) Now, we have our door in two dimensions. Add depth by adjusting your view so depth can be judged easily, highlighting a row of vertices, then grabbing and moving them along the x-axis: (imported from here) Rinse and repeat until your door matches the dimensions of the door on the real car. Fine details can be added later on. This method can be applied to model most parts. (imported from here) That's my method of building things- it might not be the most efficient, but it works fine for me. To those who are more experienced than I, let me know if I'm spreading misinformation or bad habits Bon courage avec le voiture, Monsieur benjysane.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) No there's a more efficient way Line up the verts on the side of the door like you did. Then, extrude them all the way to the other end of the door, and line them up with the door shape. Now you add edge loops where needed for smoothness, this keeps the mesh clean
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Thank you for this is valuable advice,I would try to apply : D
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Is this better like this,how should I do to smooth two elements and let an angle between them
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) It looks very nice so far. Here are the things that i think may be issues. I have numbered them because i realize you may want to google translate the text. 1. Triangles are bad, they are difficult to subdivide and generally cause a messy model. To be honest you haven't done too bad there. 2. This doesn't work very well because the point does not connect to the square next to it. This in general may cause many issues down the line. 3. You should try and keep the lines straighter. If you middle click (press down scroll wheel) you can select which axis you wish to move in which will help you a lot. Hope this helps and please correct me if i am wrong on any of these points. Just so no one complains i have avoided more technical words for the sake of google translate in the hope it does better EDIT: I have no idea why my text is two tones of black and grey. The editor says they are the same colour and i cant seem to fix it. Sorry about that. EDIT 2: Ermergerd the edit is also grey :/ So much OCD
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) This isn't true. If you go around looking at wire-frames of car models, you will see that many if them use triangles as a way to keep the poly-count low in curved areas such as headlights and fenders. Even in windows too.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) i can give you that one. there definitely are exceptions to the first rule.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Yeah, you need to align all your verts as they are not in a straight or even equally curved line. Don't use too many polys to start off with otherwise it will all be lumpy...
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Woah, you have way too many edge loops You can delete ? of them.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Selectionner les sommets que vous voulez angle, appuyez sur Ctrl + E, puis selectionnez "division d'aretes". (Select the vertices you would like angled, press CTRL+E, then select Edge Split)
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Way too many segments lengthwise. That door should be 4, maybe 5 segments at most. Not 10.
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Those edges are really messy. A nice rule of thumb for making nice models is to make sure that your edges look like nice orthogonal shapes from every angle while representing the shape they're, well, representing. So from the side they'll look nice and smooth, from the front they'll nice and smooth, so on so forth, all the while your edges will be echoing the actual shape of their surface. I like to imagine them like ripples, the shape of the verts 'exploding' out from the 'stress' points of the complex points of the shape, like say the door handle, a sharp angle or converging of curves, the shape fading out along the surface of the mesh, meeting with other shapes. I find this does a lot of work in engines to contort the shading to better describe your model, but mabye that's just seeing something that isn't there, iunno. Oh, and personally, i say model simple outlines and loop cut the detail in when you're assured of the basic shape. managing all the edge loops from the get go is a nightmare, and will always hurt the final mesh
Re: Subaru BRZ From Beam Ng (Toyota GT86,Scion FRS) Good evening,I have applied your advice,is this better? - - - Updated - - - And also thank you for all advice