Murcielago trueSpace

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clintonman
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Murcielago trueSpace

Post by clintonman »

Murcielago1.jpg
Started the next model in the modelling course. It starts by making a curve network that the polygons are built on top of. It's a bit awkward using the workspace curves and the image planes aren't lining up very well. I'm done with half the curve network videos at this point.
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Re: Murcielago trueSpace

Post by FHembree »

This looks interesting. Wasn't aware this, (curve network), was an option in TS. Also what modeling course are you referring to, is it TS modeling course? 8-)
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Re: Murcielago trueSpace

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FHembree wrote: 25 Oct 2018, 02:16 This looks interesting. Wasn't aware this, (curve network), was an option in TS. Also what modeling course are you referring to, is it TS modeling course? 8-)
Nope, It's from the 3dBuzz Advanced Modeling Course for Maya. The workspace curves are a hack I made a few years ago. They're not a true native curve implementation and that's the reason for the awkwardness using them.
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Re: Murcielago trueSpace

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Murcielago2.jpg
Curve network is done. 102 individual curves and tS is bogged down when the link editor is open so changed it to the animation view. I wanted to mirror the curves to see how it looked, but it didn't work. I guess it just doesn't like the weird non-standard curve geometry. I also found out why the image planes were so bad... one of them was rotated slightly. As soon as I got rid of the rotation things lined up ok and I was able to fix the problems I was having.
Next step is to model the polygons based on the curves.
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Re: Murcielago trueSpace

Post by bitkar »

iam curious if you will manage to make it with curves... i would use SDS (in model side)
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Re: Murcielago trueSpace

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bitkar wrote: 25 Oct 2018, 11:11 iam curious if you will manage to make it with curves... i would use SDS (in model side)
The curves are only a guide and for vertex snapping. The model will be built with polygons and with SDS smoothing. Most of the modeling will be through sweeping polygon edges which can't be done on model side. The one big advantage of model side is that you can snap to any polygon geometry in the scene, in workspace if you want to snap you have to include it in the point edit.
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Re: Murcielago trueSpace

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Murcielago3.jpg
Polygon modeling has begun. Modeling and snapping wasn't working out very well because it was difficult to select the edges with the curves in the way. I changed the approach to 2 seperate steps of first making new geometry without the curve selected then adding the curve to the point edit for snapping.
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Re: Murcielago trueSpace

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Just curious, how are you building the curves in WS?
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Re: Murcielago trueSpace

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clintonman wrote: 25 Oct 2018, 03:23
FHembree wrote: 25 Oct 2018, 02:16 This looks interesting. Wasn't aware this, (curve network), was an option in TS. Also what modeling course are you referring to, is it TS modeling course? 8-)
Nope, It's from the 3dBuzz Advanced Modeling Course for Maya. The workspace curves are a hack I made a few years ago. They're not a true native curve implementation and that's the reason for the awkwardness using them.
Ah it's with that addon you built! nice stress test you've been doing.
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Re: Murcielago trueSpace

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Murcielago4.jpg
Modeling away...
Having the curves in place does help, especially with curved geometry. It makes it easier to get complex shapes in place.
I'm on video number 13 of 31 in part 1. Part 2 has another 38 videos. Wow, a long way to go.
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Re: Murcielago trueSpace

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Murcielago5.jpg
Video number 21
Polygon work is a little lumpy at the moment.
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Re: Murcielago trueSpace

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Murcielago6.jpg
Just finished video number 26 of 31 in the first part. I think most of the body geometry is in place and the next set of videos is refining.
I found it really difficult to select edges and vertices until I realized that super sampling was on. As soon as I turned it off they were easily visible. So super sampling looks great but not so good for modeling.
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Re: Murcielago trueSpace

Post by RAYMAN »

Hi! That sort of model is best done in box modeling in TS!
Nurbs modeling should have worked on model side if..yes if nurbs tools were implemented well in MS TS! But they arent...! In Moi by the tlme you were finished with the cage..your done with the model! It is that fast! Yeah .....go box modeling next time! Thats implemented quite well in TS!
I tested something else in TS..that is getting instances into TS...which didnt work properly..so I imported simple scaled boxes and tried global replace..and TS freaked out! Everytime I tried it..it crashed! Well TS would be a good program but it has its limits!
With a bit of love though..some of those limits can be pushed!
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Re: Murcielago trueSpace

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If you do sds modeling properly..then your cage you are making are your guide lines! Never refine a mesh to early! Keep the loop cutting very basic very simple..but use those loop cuts as guide lines! Dont sds!!! Keep loop cutting were you need the extra geometry! Its the same in TS..Blender..you name..it Silo or whatever!! The trick is to place your polys just where you placed your curve guides!!!!
Buzzs tuts are good but a bit old! Thats...what patch modeling used to be a few years ago!
For those of you who dont know..Jason died 2 years ago..!
But they are still very very good!
With implementation of deformers in patch modeling..new technics can speed up the process quite a bit!
This is one of the best and most recent tuts on car modeling based on Blender! There is a good starter on building the tire on that car which is free and shows the way things are done!
https://youtu.be/dwoq53Bjb3Y
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Re: Murcielago trueSpace

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Murcielago8.jpg
First part done. The basic shapes previously defined by the curves are all in place and added a shiny material to see the flaws better. Many of the pieces have beveling and SDS applied. I used the true bevel script to make the bevels and should have decided on a set size for the it. The different sizes will probably need some adjusting to get things to match up better in the end. I decided to get rid of all the lights in the scene to see how it would look and I think it helps with seeing the shapes. I also started removing the curves since they just get in the way now.
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Re: Murcielago trueSpace

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looks quite good so far! :)
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Re: Murcielago trueSpace

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RAYMAN wrote: 31 Oct 2018, 14:57 looks quite good so far! :)
Thank you :)
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Re: Murcielago trueSpace

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Murcielago9.jpg
Headlights and rear view mirror.
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Re: Murcielago trueSpace

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Murcielago11.jpg
Murcielago12.jpg
Wheel done. Created in a new scene. 1/10 of the rim was modeled then mirrored and copied 5 times around.
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Re: Murcielago trueSpace

Post by clintonman »

MurcielagoFeb19.jpg
It's been a while, but finally getting back to it. A few refinements to the rear of the car. Image is before and after since the changes are small. And even though they were small it took a long time. Truespace really needs a proper bevel tool.
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Re: Murcielago trueSpace

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MurcielagoFeb20.jpg
Added the tires and removed all the smoothing for final tweaks and adjustments before mirroring the other side.
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Re: Murcielago trueSpace

Post by Cellulo »

Nice work Clintonman, really cool car.
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Re: Murcielago trueSpace

Post by jamesmc »

Excellent model! I'd like to take it for a spin on a 3D curvy road.
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Re: Murcielago trueSpace

Post by clintonman »

I'm gonna have to finish this thing someday...
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