The "What Are You Working On?" Thread

50337628-137801023902469-2853727677649518592-o.jpg
 
1
@CC

Thanks for the info, and even pics! However I'll just have to model more to get the context to even understand what you mean with your advice, you see. So it kind of falls on deaf ears. :unsure: I'll get it when I come to it...

My main issue right now wasn't that part of the arch itself, I have a pretty good idea how to do that, it's the one that attaches to the car. Can't help but feel I'm stretching the faces too much with the triangles and whatever and there has to be a better way.

View attachment 287134
Well for example if you start with a cylinder say 8 sides like I shown above,
once turbo will make it 16 sides, then 32 sides,
where roughly most HQ content will be 32+ sides each arch, can always crush the outer faces and optimize the waste later,

but much easier starting with a cylinder then join the faces together,
like here I just downloaded and made this quickly so wont be perfect,

but at 0 stage of the build, personally for me I always do this 1st yeah,
d433438c5c2a382b4c9380433ee9fbff.jpg

now I have 2x cylinders,
41b7b2ffc5595aab37955acb4d88b8b4.png

and ill simply bridge the 2 cylinders together, like so,
adc7f3ef58126fa48c5481e97f665d43.png

we can see where this is heading,
9438fb51c777b48adf05966c6d2069d2.png

within the 1st 5 minutes I have this already just from the primitive cylinders,
now if I apply the smoothing groups like I shown on the last page ect,
fd1f2b42ef094f43deecee91e5d3a3a3.png

that is my techniques anyways,
not sure what anyone else does, but do not concern myself with these things usually,
unless its something really useful or time saving ect. :)
 
@CC

Yeah, I get it now. I did structure my arches like that in the start: but I've had to add more loops and stuff so I've kinda ****ed it up over the hours I've spent on it. Maybe I'll just re-think the whole fender structure. :rolleyes:
 
You want something like this ? I have done it randomly real quick. It is simple, but to do it nicely it would take time, nice arches are not easy.

I have done it all by hand out of single plane object without subdivision real fast. ctrl+R+mouse wheel for extra edges. A bit of moving G+xyz. A bit of moving "in edges" by double tapping G. Alt+rightmouse click to select whole loop.

Didn't aim to make it nice. I lost some topology by moving whole chunks abruptly. But it is recoverable.
tzzTQUJ.jpg
 
Yeah, I noticed. I have to shift move very carefully, otherwise it creates glaring highlights or shadows suddenly. But it can be done. :thumbsup:
Just looks like a simple lip, like a 2 minute job lol, its nothing complicated looking at those pics,
trickiest parts will be around the windows and stuff getting the smoothing nice,
like I say on your model looking at the wireframes, but youll get there with it at some point, progress looks good so far. :)
 
Yeah, it is easy to create dimples and dents in a mesh. But really when modeling a car, if you'll want to achieve precise look, you'll find out that even change in millimeter alters the look very noticeably.

And people used to make body panels by hand (IRL) ! I wonder how about your car.
 
Yeah, it is easy to create dimples and dents in a mesh. But really when modeling a car, if you'll want to achieve precise look, you'll find out that even change in millimeter alters the look very noticeably.

And people used to make body panels by hand (IRL) ! I wonder how about your car.
Fascinating watching these old techniques and videos on how they used to make these cars by hand,
a lot of these techniques been lost now, accept some specialist places,
but in south america and india these techniques are still used daily making body panels by hand,
its something to be admired, yeah making 1 side, but making both sides mirrored is true artform,
specially with no moulding or cnc well any machines,
cool stuff really is. :)
 
@CC

Maybe, but it hasn't been a 2 minute job up to now. The side's not as flat as it looks.

@mantasisg

I'm fairly sure the panels, like the suspension components, were made by hand. The lines are still very precise, which is quite impressive for a "cheap" car.

There's actually outright "bad control arms" out there that wear bushings after all the years from being misaligned. It's not like they machined them like we do nowadays.
 
@CC

Maybe, but it hasn't been a 2 minute job up to now. The side's not as flat as it looks.

@mantasisg

I'm fairly sure the panels, like the suspension components, were made by hand. The lines are still very precise, which is quite impressive for a "cheap" car.

There's actually outright "bad control arms" out there that wear bushings after all the years from being misaligned. It's not like they machined them like we do nowadays.
Yes obviously its not a wall,
but even making the panel flat on the X axis for example, until its 100% flat the entire arch,
maybe its 17-20 degrees from the top under the front fender for example,
it only needs to be rough,
8 sides like I shown minimum, so you are moving 8 faces and supporting faces together maybe idk say 3 degrees max each step,
its more like B not A. :)
upload_2019-1-21_18-40-34.png
 
Just for fun and temporary. Time to fire up those old Wangan physics I made and bring them up to standard...

I actually have aero data for most of the OEM spoilers and splitters, too! They're very effective: or more-so the bare body is very ineffective.

20190121201526_1.jpg


20190121201534_1.jpg
 
1

Well for example if you start with a cylinder say 8 sides like I shown above,
once turbo will make it 16 sides, then 32 sides,
where roughly most HQ content will be 32+ sides each arch, can always crush the outer faces and optimize the waste later,

but much easier starting with a cylinder then join the faces together,
like here I just downloaded and made this quickly so wont be perfect,

but at 0 stage of the build, personally for me I always do this 1st yeah,
d433438c5c2a382b4c9380433ee9fbff.jpg

now I have 2x cylinders,
41b7b2ffc5595aab37955acb4d88b8b4.png

and ill simply bridge the 2 cylinders together, like so,
adc7f3ef58126fa48c5481e97f665d43.png

we can see where this is heading,
9438fb51c777b48adf05966c6d2069d2.png

within the 1st 5 minutes I have this already just from the primitive cylinders,
now if I apply the smoothing groups like I shown on the last page ect,
fd1f2b42ef094f43deecee91e5d3a3a3.png

that is my techniques anyways,
not sure what anyone else does, but do not concern myself with these things usually,
unless its something really useful or time saving ect. :)
Choosing this car for a tutorial + recent rss instagram teases = Oh My ******* God!
 
1
Choosing this car for a tutorial + recent rss instagram teases = Oh My ******* God!
Well formula cars do not have arches to show what we was discussing so just typed the 1st thing what come to mind, GT car and came up with the mclaren. :)

not everything is a conspiracy but ill give you 5 stars for trying. :p
5c5f300c7801012a7f8ed49d4977c721.png
 
Shoutout to Gary for showing the spline + photomatch way of creating a car.
Made a spline model based on blueprints, and just now matched some pictures to it. Some parts are still obviously wrong, like the front, but overall it's pretty decent already. And since it's my first attempt at camera matching it could probably be better. I'm getting error values around 2.5 where under 1.5 is recommended.
ojSapLM.png
 

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