Doing some modeling, and wondering if some of you can share some advice?

Discussion in 'Content Creation' started by Keepermaster, Mar 25, 2014.

  1. Keepermaster

    Keepermaster
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    Yeah, I recently posted a thread about that I needed pictures for the trunk and the rear seats. I've been modeling the side of the car for approx. 5-6 hours now, and I wonder if I am doing anything wrong. So far, my model looks like this: http://imgur.com/dQSnBR9 Right side. http://imgur.com/rsx5SyH I haven't made it to fit the side of the car yet. Also planning to remake the lowest front part (it's kinda bulky). http://imgur.com/xCvpYfd The right side, this time with the cuts and vertices. I am wondering if it would affect the crashing experience of the car if I make less cuts on some places. I am also wondering if I cross-cut anything, if that would affect my vehicle in-game in any way.

    Also, feel free to leave feedback!
    (Yes, I know there has already been made an Autobianchi, but I am modeling it myself because it's a great car to begin with. I'm not an experienced modeler at all. Also, I didn't find any download for the other Autobianchi).
     
  2. Hitman4001

    Hitman4001
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    im not that experienced in modeling cars.. but i have one question.. why is there gap for the front bumper in the fender? In game if you crush the car the bumper will falloff and there will be a gap? But it could be that you intended it other way in the next stage of your model.. but i think there shouldnt be a gap and the bumper should be just attached to the fender and to the front of the car.. on other sight the model looks ok to me :)
     
  3. Keepermaster

    Keepermaster
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    Well, the gap is intended to be a black plastic bumper, if you have seen those. I am a bit insecure when it comes to modeling 2 parts and "sticking" them together without getting this black ugly line. I started modeling in 3DS Max for the first time yesterday, so I'm not experienced either. And yes, I want the bumper to be a detachable part when the car crashes, but I think I have to do that when it comes to JBeam stuff. Thanks for the feedback, by the way :)
     
  4. Teh Daemon

    Teh Daemon
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    I'm sorry to sound so harsh, but you really need to restart this entirely. There is practically no poly flow, which is likely to cause severe problems should you attempt to put it in game.

    Firstly, read this: http://www.beamng.com/threads/2837-(Gabester-s-Blog)-A-look-at-vehicle-workflow-Part-1

    If you notice in the pictures, the vehicle is made from a gridlike set of quadrilaterals. This is what poly flow is; you want to achieve the most consistent gridlike appearance possible when modelling a car, whilst not going overboard with the number of polygons nor lacking any considerable detail.

    I'm only saying this now so that you don't have to suffer later on. I personally would hate it if I were told to start again so far into a project.

    Once again, apologies for the rather blunt reply. Stuff like this happens all the time to people new to 3D modelling (I've only been 3d modelling for just over a year), but you learn new techniques every day which can speed up the process dramatically. So don't give up, and good luck!
     
  5. Keepermaster

    Keepermaster
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    Well, this happens to everyone I guess... I've spent a bit of time on it, but I have no problem starting over new though... Thanks for your information though, much appreciated! And of course I won't give up, I feel bad if I'm going to be classified as one of those who make a model within an hour and posts it as WIP and makes a "big deal"-topic about it. Thanks again for saving me alot of time, if you didn't say that I wouldn't have realized it before it was too late. I'll have a look at it tomorrow, good night!
     
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