View Full Version : January Challenge - m3ng
Just thought I'd start mine. Kinda boring, I wanted to do something a bit more interesting but I needed to get a start on it. Plus, I'm not really good at designing vehicles....
This is a 1970 Ford Torino Cobra. 2hrs into it so far. Watching Battlestar Galactica season 2 simultaneously may slow me down a bit. :) It's times like this that I miss NURBS curves...nailing down the proper lines in the car's body would be much easier. I've never tried the AI import tool, perhaps that could be a way of simulating NURBS workflow?
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan11_01.jpg
sample reference image:
http://www.get-in2.com/musclecars/1970_ford_torino_cobra.jpg
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Dann-O
01-11-2007, 08:26 AM
Cool nice start. One of my freinds back when I lived in Oklahoma had one of those he called it the Rhino. The body was in bad shape but this guy was a master mechanic and it purred like a kitten. I am interested in seeing your workflow. I agree that Wings is not ideally suited for making cars but it is workable. I think it is ideally suited for creature and character creation. Good start pretty low poly I see n gons and triangles but I think that will be fixed. (Sorry Messiah does smoothing through metanurbs must! absolutly must! be all quads) Cool choice I think I might later want to do another car I think a Chrysler airflow would be cool. I have a big scene idea for mine so I will press on.
puzzledpaul
01-11-2007, 01:19 PM
<< AI import tool, perhaps that could be a way of simulating NURBS workflow >>
Possibly - but not really, imo,
One way I've used it for inanimate objects (ship/boat hulls / aircraft fuselage) is to create cross-sections based on drawings of same - then bridge between these 'stations'. Obviously requires that all bits have equal vert counts and that those verts are arranged in 'sensible' positions around the outline of the section to maintain 'flow'.
<< Wings is not ideally suited for making cars but it is workable >>
Personally disagree - I can't see how there's any difference to make this subject matter from any other (ignoring comfortable poly limit issues etc)
If getting into the realms of outputting data to the real world for manufacturing objects to precise specs down to the last 'gnat's proverbial' - then yes, Nurbs makes more sense - but I suspect 'all' that's being sought (here) is a final shape / model that looks correct / 'right'?
(Pointless asking to see any car models I've made, btw - 'cos am not really interested in the subject matter, - so haven't made any :) )
Truly superb example of such (type of) modelling in wings was the fork lift made by Mr Christopher tho' a couple of yrs or so ago.
Almost all down to user skill and knowledge of the app - imo (+ patience of course)
pp
Thanks for the responses and comments, guys.
<< Wings is not ideally suited for making cars but it is workable >>
Personally disagree - I can't see how there's any difference to make this subject matter from any other (ignoring comfortable poly limit issues etc)
If getting into the realms of outputting data to the real world for manufacturing objects to precise specs down to the last 'gnat's proverbial' - then yes, Nurbs makes more sense - but I suspect 'all' that's being sought (here) is a final shape / model that looks correct / 'right'?
(Pointless asking to see any car models I've made, btw - 'cos am not really interested in the subject matter, - so haven't made any :) )
Truly superb example of such (type of) modelling in wings was the fork lift made by Mr Christopher tho' a couple of yrs or so ago.
Almost all down to user skill and knowledge of the app - imo (+ patience of course)
pp
I have found it easier to block in panels using NURBS curves. When the poly count gets too high, making adjustments is a real pain. This is especially important when you discover a panel that follows an incorrect line and need to adjust the edge. When it comes to adjusting sweeping, curved or complex surfaces, NURBS-generated surfaces are usually easier to control. I'm a sucker for bi-rails and path extrusions... and I've been wanting to practice NURBS patch modeling for awhile now.
However, this is only the results of my first use of Wings for hi-rez car modeling. Even on that project, I was able to start from a rough NURBS patch model from wind-tunnel tests. When it comes to straight Poly-modeling a car, I probably need to adhere to better workflow methods. This Torino Cobra is going to be a learning experience, and one where I can apply principles I learned on the first car. I plan on making fully functional doors/hood etc on this car (that's bonnet and boot for you Brits :) ) and as much detail as I can muster. Really, I just like using the Mental Ray Car Paint shader :) :)
More updates forthcoming.
Just thought I'd post an update. I've been working hard on the car. I'm cutting more geometry in to get the detail in the body surface, like the edge running around the wheel wells and along the bottom of the side. I haven't separated the doors off yet, but the hood and the trunk are. I don't have the reference for accurate details like the interior and insides of doors, latches, etc, so I'll just be making it all up or following reference from other cars for that.
The wheels took a whole night to make, I think the triangle count is somewhere just above 50k.
My next task will be to model in the bodylines, like the horizontal one going across the middle of the entire side of the car. Also, the bevelled edges in the body that run around the wheelwells, and bumping out the chrome trim. I may just make the windows the last thing I make.
Still have the entire undercarriage, engine, and interior to make as well as all the small details like bolts and stuff! The little things really help the final look to be more convincing, even if they aren't as accurate as they could be.
Wish me luck!
The part lines in the middle are from Virtual Mirror on unfinished objects....
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_01.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_02.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_03.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_04.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_wheel01.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Jan15_wheel02.jpg
Dann-O
01-15-2007, 11:37 PM
Wow those are some tires. Really great work. This one will be fun. I think I am more of an organic modeler so I tend to go for more organic shaped vehicles. Pretty sweet though. I actually have a second car started.
Jonnte
01-18-2007, 12:22 PM
This is a real nice model.. very well done... would love to see it rendered...
Here are my final images for this challenge. However, the model is not yet fully complete. Here are some of the things I still need to do before getting this in my portfolio:
- flesh out the interior and undercarriage a bit more
- make windshield wipers
- make wheel assembly (shocks, struts, brakes, frame)
- make molded cobra logo
- create proper shaders (mental ray for maya)
- light and render
I will continue to update this thread as I finish these details. Car paint makes me giddy!
And now, presenting.... a 1970 Ford Torino Cobra (slightly modified)!
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_front.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_front_W.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_interior.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_interior_W.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_persp01.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_persp01_W.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_persp02.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_persp02_W.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_side.jpg
http://www.digitallunatik.com/files/wip/muscleCar/2007Feb02_side_W.jpg
Hope you enjoy! I got really busy at the end of the month and didn't get as much time as I needed to finish it :(
JPGargoyle
02-05-2007, 04:08 PM
Wow!
Spectacular! I wish I could do that!
Congratulations. That is an awesome model.
Best regards.
arquebus
02-06-2007, 04:00 AM
You did the whole mesh in Wings? How did you get all those smooth flowing curves in the car body? I cant imagine you moved all those verts and edges by hand.
You did the whole mesh in Wings? How did you get all those smooth flowing curves in the car body? I cant imagine you moved all those verts and edges by hand.
Actually, I did. However, the final images are of a smoothed mesh. I usually work one level lower, then smooth once for the final mesh. I usually save bevelling to preserve edges as the last step, after the shape of the object is fully fleshed out. See the middle section of this thread for the resolution I was working at.
I look at each line of edges and verts as curves. This is important because the surface will be very glossy and the highlights will follow each edge. There are some pinches where I couldn't avoid it, such as at window corners, but these are best kept to a minimum or removed entirely if able - however, you must work at a much higher resolution for this if you want to keep bevelled corners and such.
Thanks for the comments, everyone!
arquebus
02-08-2007, 12:13 AM
m3ng- Can you tell me how many polys your car mesh comes in at (tesselated to tris)? Im having a discussion on another forum about low res vs hi res meshes and Im curious as to how your mesh weighs in.
m3ng- Can you tell me how many polys your car mesh comes in at (tesselated to tris)? Im having a discussion on another forum about low res vs hi res meshes and Im curious as to how your mesh weighs in.
Why the discussion on hi vs lo rez? If you can use NURBs, I hear it's the best way to go. I have had some experience in NURBs but haven't modeled a car in it yet. When using Polygons, it is important to optimize your usage of resolution - for whatever purpose the car serves. You can save minutes of render time getting rid of extra geometry! The polycount will help or hurt render time, so it's important to get rid of geometry where you don't need it. I haven't optimized yet.
Here are the triangle counts.
- each Wheel (tire, rim, lugnuts, brakes): 51780
- interior (including the engine block and carburetor): 57988
- exterior: 117570
Which brings the grand total to: 382678 triangles.
Keep in mind that the model is not totally finished. I still need to model some detail into the wheel assembly and undercarriage. I should optimize geometry, for which I will be cutting the model into pieces. Wings3D's box modelling methodology requires that I leave in some extra geometry to maintain a workable view of the model, so I'm always cutting and deleting extra faces in Maya afterwards. The entire exterior of the car should be a shell, just as a real car is, and the floor does not need to be anywhere near the resolution it currently is. These are just a few of the areas I will need to work on when I get some time!
Hope this helped answer your questions.
Dann-O
02-16-2007, 12:45 PM
Well that is a lot of polygons is that toatal? Affter smoothing. Before smoothing mine came otu to 26K after about 240K. Really look forward to seeing what It looks like finished. I need to start this months comp yet.
That's after smoothing. I won't be able to participate this month, I have some other projects I need to finish for my portfolio. Maybe in a month or two! My other projects involve finishing a few character models and then using Zbrush and Mudbox to create normal maps.
Dann-O
02-17-2007, 05:50 AM
Could do a base mesh of a Tolkein type character. I still have to start on mine but I have more free time now than most so I will be able to pull it off. I hope you are nto angry that I let Jonnte pick the challenge he had a solid entry and has not picked a challenge yet. I just want to keep these going.
arquebus
02-25-2007, 07:03 PM
M3ng- I agree with you about nurbs, they are a really good way to go, and provide a type of modeling that will really round out your style. Unfortunately sub-dīs have so much hype about them that people like to bash nurbs by saying that sub-dīs make them obsolete. Which is not the case at all, nurbs are still the standard in industrial and product design. I think people like sub-dīs so much simply because they are easier, there is less pre-planning, you can just put stuff where ever you want.
Could do a base mesh of a Tolkein type character. I still have to start on mine but I have more free time now than most so I will be able to pull it off. I hope you are nto angry that I let Jonnte pick the challenge he had a solid entry and has not picked a challenge yet. I just want to keep these going.
Hey no worries! I'm not mad or anything, I'm just busy with other things that I have to get done first!
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