Well for example if you start with a cylinder say 8 sides like I shown above,@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. 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
Hahahaha, yeah, I guess I'll need it!Goodluck.
Yeah, I noticed. I have to shift move very carefully, otherwise it creates glaring highlights or shadows suddenly. But it can be done.You'll have to zoom in and push vertices in fractions of millimeter. If you'll get topology right in first place.
Just looks like a simple lip, like a 2 minute job lol, its nothing complicated looking at those pics,Yeah, I noticed. I have to shift move very carefully, otherwise it creates glaring highlights or shadows suddenly. But it can be done.
Fascinating watching these old techniques and videos on how they used to make these cars by hand,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.
Yes obviously its not a wall,@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.
Choosing this car for a tutorial + recent rss instagram teases = Oh My ******* God!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,
now I have 2x cylinders,
and ill simply bridge the 2 cylinders together, like so,
we can see where this is heading,
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,
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.
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.Choosing this car for a tutorial + recent rss instagram teases = Oh My ******* God!
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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.